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Julhelm

MODDER
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Posts posted by Julhelm

  1. Thanks for the kind responses chaps :)

     

    I'm currently in the process of tweaking the data file to bring out some more range of it. Though the optimal mission for it is probably CAS or scouting missions - It is quite lethal with Hellfires and VTOL tactics, hehe.

  2. ZA-9 Kestrel Beta 1.0


    This is a fictional VTOL jet inspired by the Kestrel jet from the Amiga games Zeewolf and Zeewolf 2. It is similar to the Harrier, but lighter and with vastly more powerful turbofan which, while making pop-up'n'fire-attacks a breeze, does guzzle up fuel at a rather alarming rate when in hover mode.

     

    Features:

     

    Custom cockpit by yours truly.

     

    Skin template included for your skinning pleasures.

     

    3 skins:

     

    Ferris-type experimental camo

     

    Swedish Navy Gripen-style camo

     

    USMC Desert camo

     

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    People whose textures I've shamelessly borrowed/ripped off:

     

    Kesselbrut - Vigi pit for the side consoles

     

    Batman - Random gauges from the excellent F-4J cockpit because I was too lazy to do them myself :)

     

    The rest of the pit is mine, however.

     

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    Other info:

     

    This is a work in progress and subsequent refinements will be posted as time permits. In the meantime, I'll be grateful for any comments/suggestions.

     

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    Legal stuff:

     

    Sell or claim this as your own work and I will bust your kneecaps, steal your mother, rape your TV and smash your f***ing head in.

     

    Same goes for trying to sneak this into some payware package.

     

    Nils 'Julhelm' Dücker


     

  3. I think you are right.

    look at this http://forum.combatace.com/index.php?showtopic=22681 this model have 69393 and real too, but cockpit is simply.

    Yeah, but the landing gear features the same kind of anal-retentivess I was specifically talking about before.

     

    There is no need to model tiny itsy-weenie detail like that because noone will ever see it, and if they will, it'll probably look just as good painted into the texture. About the only thing on my landing gears I put any great detail in is the suspension, and even then it's just to have proper animations and I always keep it as basic as possible.

     

    You have to weigh performance against detail, and from the looks of it, you have 150% detail and no performance at all.

  4. Yeah, and I'm saying it's too much. I noticed you've actually went and modelled all the meshes for the intakes and vents. Instead of modelling superflous detail like that just paint it on and it will look just as good. Likewise with the super-detailing on the landing gear and pylon assemblies. The landing gear especially has 20x the amount of polies it needs for ingame purposes: There's simply no reason to have it that smooth.

     

    So yeah, optimize and I'll see about unwrapping it for you then ;)

  5. There is no way a model with that kind of polycount (close to 170000 tris) is ever going to work ingame. IMO you should leave out all detail that can be painted on, and optimise the entire mesh in order to bring it down something more reasonable like 10-15000 tris.

     

    The cockpit is bloody excellent though, so I'd say keep that.

  6. Practice at it, read tutorials, etc. Look at places like FPS mod forums and the such - they always have tons of tutorial threads on how to paint guns, tanks and other such models. It's a learned skill, not something you are born with.

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