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Posts posted by GKABS
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Last update for tonight. sorry for all these posts
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small update for the hangars taxiway
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This is how the new airbase will look like, this is just the baseline I need to add all the extra hangers taxiway and so on. the texture skin is just to show the AB it is not final. it is taken form Xplane game.
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Hello Coupi and PeacePuma
I have combined your two requests as one model so from the main hangar I made the second one as they are almost identical. I need to work on the skin for the top of the 4 hangars. and more details need to be added.
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On 12/07/2019 at 8:57 AM, Soulfreak said:Looks Pretty cool!
Florian did already a Tornado tent, it was released with Rends Germany Terrain.
That look nice and I would like to make it too . added to the list
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2 minutes ago, Soulfreak said:Looks Pretty cool!
Florian did already a Tornado tent, it was released with Rends Germany Terrain.
Great choice, well done. Thanks for the heads-up.
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This is the other two hangars which I have been working on for a while on and off.
I would like to make these as well.
If you have something in mine for a hangar please tell me and include good photos of it I will be more than happy to make it.
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4 hours ago, daddyairplanes said:i second the civil airport, although static airliners will need to be at the gates
lemme know when you get that far and need some skinned up!
We'll do
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This is going to be one of 3 to 4 new hangars I would like to make for the new airport that I am thinking of making soon. plus a civilian airport
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Fiat G.91 Jet in top of a mountain for skiing. this is a good way of recycling jets lol
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This MaxScript generates Weighted Vertex Normals for any arbitrary geometry.
It should be compatible with 3DSMAX 9 and up. No dependencies on this script are added to scene files, so your scenes can be shared with users who don't have this script installed without issues.
'Weighting' of vertex normals means that each face normal contribution is scaled by a property of the triangle. This script uses the triangle surface area and corner angle as influences. The result of this is that a small triangle will have less influence on the shading of its larger neighbor. Likewise, the neighbor will have a larger influence on the shading of the smaller neighbor.
See this illustration:
Author: Martijn Buijs
other scripet
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10 minutes ago, streakeagle said:From Third Wire's Facebook page:
As expected
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The U.S. Air Force has confirmed that F-22 Raptor stealth fighters were deployed to Qatar.
U.S. Air Force announced that the fifth-generation jet fighters have arrived in Al Udeid Air Base in Qatar for the first time to “defend American forces and interests in the U.S. Central Command area of responsibility.”
The Military.com reported that Raptors have in the past been stationed at Al Dhafra Air Base, United Arab Emirates. The fifth-generation fighter had been part of the air campaign against the Islamic State in Iraq and Syria since the fight began in 2014; they returned home last fall, and were replaced by F-15C Eagles earlier this year.
The F-22, a critical component of the Global Strike Task Force, is designed to project air dominance, rapidly and at great distances and defeat threats attempting to deny access to our nation’s Air Force, Army, Navy and Marine Corps. The F-22 cannot be matched by any known or projected fighter aircraft.- 2
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That is really inspiring. Thank you for sharing
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32 minutes ago, strahi said:I think we have a very good models ...
That is a good one definitley. thanks for your feedback
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This script will transfer the normals from a source object to a target object, based on distance.
Transfering normals might have several uses : fix shading artefacts, enhance foliage cards look, toon shading...
Pick the source object, select the target object/faces and press steal !
Works with any geometry object.
Keeps the stack.
Adds an Edit Normals modifier.
Script will be found in the customize UI under category "Noors"
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With the script below you can quickly set the spacing of the grid in 3ds max.
Just download the script, edit the predefined values(change, add new, delete what is not needed) and installs it.
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Quick copy-paste object material to another objectnote:
Limited for poly to poly :
- Only copy UVW Mapping can not use by undo.Limited for Mesh to Mesh :
- Copy UVW Mapping & material ID can not use by undo.
- The script does not work well if source or selection have modifiers.usage:
select one or multiple object - run this macroscript and then pick another object having material, it's automatic paste into object selection.install:
Read in packed- 1
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Hi swambast, I was thinking of making them completely from scratch, but if there are any model out there free and it's good why not. But I really would like to go through the experience and learning from my work as I go a long to improve my self. But yes if they are out there I will use it or maybe use the model as a blueprint for the new model. (credit will be give to the author of the model if I use there work, like I did with the Saab Radar truck)
thanks Soulfreak, for the line and this is really a nice find
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Giraffe 2D radar and 3d radar
Hello and thank you for downloading my work.
https://gkabs.netWhat's included:
Giraffe 2D radar and 3d radar were requested by strahi.All my files should include the Strike Fighters 2 Series game file (.LOD) and the texture required.
Installation:
Copy the folder to Objects/GroundObject and the following to _TYPES.ini file
[TargetTypeXXX] <-------- Change to the next number at the bottom of your type listing
Name=GK-Giraffe-R2D
FullName=Giraffe 2D radar
TargetType=AAA
UseGroundObject=TRUE
GroundObjectType=GK-Giraffe-R2D
ActiveYear=1985
TargetValue=250
RepairRate=0.555
StartDetectChance=80
StartIdentifiedChance=20
IncreaseDetectChanceKey=10
MaxVisibleDist=8000.0
DestroyedEffect=SmallRocketGroundExplosion
SecondaryEffect=VehicleFireEffect
SecondaryChance=50[TargetTypeXXX] <-------- Change to the next number at the bottom of your type listing
Name=GK-Giraffe-R3D
FullName=Giraffe 3D radar
TargetType=AAA
UseGroundObject=TRUE
GroundObjectType=GK-Giraffe-R3D
ActiveYear=1985
TargetValue=250
RepairRate=0.555
StartDetectChance=80
StartIdentifiedChance=20
IncreaseDetectChanceKey=10
MaxVisibleDist=8000.0
DestroyedEffect=SmallRocketGroundExplosion
SecondaryEffect=VehicleFireEffect
SecondaryChance=50
If you need any further help please read the Knowledge Base at:
https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/
LICENSE:You are allowed to use this model and everything included with it for personal non-profit use for Strike fighters 1 and 2. For use outside of this scope, you need to contact me for permission.
gkabs@gkabs.netCredit goes to the following:
GKABS for creating the model (everything except the truck chase) and skins
strahi for testing and making all the data file for the 2 models, big help many thanks, and I hope you will enjoy your request.
The truck model is a free form https://free3d.com/ by ysup12
Credit goes to https://www.textures.com as a use a lot of their photos to create the skins.
Google for some photos and information.
And finally not to forget the wonderful site of https://combatace.com and all the nice members and their dedicated support for this game.
Software used:
3d Max 2009
UVLayout v2 Pro
Substance Painter
Adobe Photoshop
If you need any assistance please contact me at
gkabs@gkabs.net
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Submitter
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Submitted06/23/2019
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Category
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Hello everyone, I would like to ask if it's okay with you all to list ground models that your working on to avoid double work.
I will start listing the things that I am working on or considering:
Gvozdika
M-77 Oganj
yuga sopl missile system
GAZ-69
UAZ-469
Land Cruiser with dshk
As well as finishing testing and making data file for the hawk missile system with the help of some talented members of the community.
Please if you don't mind list your work or maybe but your request.
Requests:
Bal-E coastal missile system
Bereg-E costal artillery
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New Airbase
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted
I didn't say the model from X-Plane. only the texture.
The model is my making. but really thank you for your comment.