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Eagle114th

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Eagle114th last won the day on November 1

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About Eagle114th

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  1. Hello everyone! F-8 Crusader avionics are being worked on now. Here is updated Mark 11 gunsight And the leading symbols also match the colors of Mark 11 gunsight The radar scope texture is being worked on. When they are completed, the screenshot in F-8s will be posted. Eagle114th
  2. The gunisght used by A-1 and A-4 are further polished and they appear to be bit brghter compared to USAF gunsigh. (To anyone who know which Mark gunsight it is, please let me know. I am gathering the information on each gunsight type used by various aircraft.) Eagle114th
  3. Helloe veryone! It have been very interesting projets working on gunisghts for K-14, A-1CM and A-4 sued by various aircraft in late 40s to 60s. What led me into looking for the information, I was looking for the type of gunsight F-89s used, it is quite challenging to find. What I found out is that F-89A to C uses A-1CM gunsight. (Please correct me if I am wrong). I am still researching on F-89D, H, and J model on the radar-guide sight they use. If anyonoe have information and pictures for me. Pleae post it here. the gunsight from excelent Korea war gunsight reticle is being reworked with specific color, as was done for A-4 Skyhawk. Here are screenshot (the blue background is added on purpose, so you can see what it looks like when using it in SF2): K-14 (I am uncetain about the diamond outer of center. From whaat I have seen, they are either short and wide or/and thin and long. So please post feedbck on this) Next is A-1CM Radar aided gunsight Finally, here are two of A-4 Radar Aided gun reticles The templates that is used to create the gunsights will be provided in the first releae of SF2: ACP, so anyone can use it to use. Eagle114th
  4. After re-adjsuting the darkness of the texture for radar scop eand RWR: Eagle114th
  5. A-4's new radar scope, RWR, and gunsight I am stil researching on the different RWR variants of A-4s have used. The texture of RWR is based on the pictures of AN/APR-23, it can be found here: https://phantomphacts.blogspot.com/p/usn-ew-equipment.html I realized that the RWR may seem too bright, so I am re-working on the colors of RW and darken it (Due to SF2 lighting rendering system). And in the future, if anyone found more pictures avionics and requires re-texture, I am more than happy to do it, if time permits.
  6. F-89 Radar scope, it is no longer too bright in cockpits and is readable. Feedback is always helpful, so should I make radar scope a bit darker? Eagle114th
  7. NOTE: THe new screnshots with F-89s and A-4s radar scop eand RWR will be posted after further adjhusting the darkness of radar scope and RWRs. Eagle114th
  8. Hello everyone, I am re-creating the posts after hte ideas came up about the name of proejcts and what it is about. This project is to be known as SF2 Avionics Community Pack (SF2:ACP for short), because the purpose of this projects is to create the assets for anyone to usse for our mods, as well for customizing our SF2 installation. You will need to put them into aircraft folder and customize the .ini files, in order, for them to appear in-game. This is what I find so enjoayble and I noticed that not many simulation does this. This s project aims to bring the realistic, immersive expereicnes in cockpits with actual textures for radar scope, RWR, HUD, and any avionics that is currently moddable in SF2 and aircraft mods. I will exlpain the limitation of SF2 engine, so we can get better pictures of what we can and can't do for now. I said "for now, is becauuse I have the hope htat someday, somehow, someone manage to make it possible to make avioincs further moddable in SF2. 1) Texture issues: What can be done is chan ging radar scope texture. But the problem is that, the radar symbols / lines colors can not be changed. We are stuck with default green SF2 radar symbosl /lines / circles. And eve with new textures, the radar lines / symbols/ shapes will be applied on top of it. So it mean, if you have 'black line' on top of radar scope like A-4s as an exampe, the radar still overlap it. Another issues is that, most of SF2 default aircraft does not have texture-able radar scope for 'turned off' radar, so it seem strange how CRT (texture) would suddenly show up when turnig radar on. I wished that the radar scope woudl be texture-able, so that it seem taht only radar lines / symbols / shapes would appear, therefore preserving the immersive experiences. 2) Lighting, after attempting to use the actual colors of radar scope based on the pictures, as an example, they usually show upup too bright comnpared ot another instructments / avionics in cockpit. So they need to be darken, in order to blend naturall in cockpits. And another issue is radar colors of green, it need to be readable, therefore further darken the texture. So they might will appear darker compared to the photo. (I am currenlty wokring on this part on both F-89s and A-4s radar scope and RWR new textures). 3) Avionics DLLs, there are only two DLLs I believe, that we can use either one of Avionics DLL for early and modern aircraft. But I still have the hope. The reason why I have hope is because, I am part of the community that is modding Jane's series simulation. That simulation is almost 30 years old and people still mods it. It amazes me, therefore gives me hopes. Besides the lmitation, it does not stop us from wanting to create the mods that would improve the experiences in avioincs. What inspired me to do this, I was customizing SF2 installation for early cold war era (My favorite era), in Asia, midddle east, and other theatre, along with later cold war era, I noticed that there is always room of growth and improvement for cockpits. That is when I came up the awy to improve F-89 series radar scope, as you can see it in another theatre abou Stary's F-89 cockpits. Then here it is, SF2: Avionics Community Pack! What would be great help if we can share the pictures and information on the avioinics for various planes, so we can get busy with the avioniocs improvement. If anyoneo have the requests for radar scope, or any avioinics improvement, it would be great help if the resources can be provided too. The next posts will cover what I am doing with both F-89s and A-4s gunsights, radar scope, and rwr, along with F-89's radar scope. Cheers!
  9. The radr scop etexture is based on two images found: One of them is AN/APG-33 radar website: https://aeroantique.com/products/radar-indicator-lens-an-apg-40-fire-control-radar?variant=6386100240414 And another from war thunder F-89 cockpit:
  10. Hello everyone! It have been a long time since I have done any modding, I am doing small projects for SF2, such as avionics texture and effects modding. I have been modding Jane's series sim and thought i would like to do some for SF2 too. Here is screenshot of new radar scope for Stary excellent F-89 cockpits. I do realize this cockpit have been not updated for many years, so I want to bring this back up. If someone want new texture for radar, please let me know and I'll uplaod the file here. Cheers
  11. Hello everyone, (To Mods, please let me know if I am doing anything wrong here. I intend to respect the rules while sharing how to open or view the files.) It have been a while since I posted, it can't be helped. The world rather have become more crazier as yaers have gone by, keeping all of busy for sure. However, our hobbies are always here for us when we come back to it. There have been requests asking me to sahre how I managed to view the core files. I will share what tools I ujse and I can not promise that you will see the sources. From what I can understand is that, if anyone have an access to the source codes, it is where you can see all codes with comments that tells you what code do. It is what is used by programmer to create the program. However, if you use tools to view the codes from the core, you are not really looking at the sources codes; Rather, you are only seeing codes without the comments. Therefore, messing with it can be 'hit and miss' and if you do not know what you are doing, you can break the whole files. Please make sure you make copies of back up before doing any experiments with the files. Two tools I use and please note, I am still newbie when it come to using the tools. 1) CFF Explorer - this is a vital tools that help you figuring out what type of file and kind of language the file is written in. This will be needed when using the 2nd tool. I consdier this tool as gem. I do not know how reiable this is, but I thave helped me a lot understanding what the type of file it is and what language it is written in. 2) Ghidra - this is most popular tools to view the codes inside the file. It is also where you can edit the codes by making patches for it or another methods. Alternatively, you can also use tool known as OllyDbg 3) Using Ghidra I will give you basic step-by-step so you can get familiar with quickly. It is all what I am familiar with so far; When running it, click on FILE -> New Project Make a new project, and when you finish with it, you will see a project folder in left sectino of the program. you can make a new folder within that project folder for organizing purpose. Then run CFF viewer, you need to know what type of file and what language it is written in: Then back to Ghidra, go to file then click on IMPORT FILE go to the file you want to import, and import it. New window will pop asking you what type of file and what language it is written in. use the information you learned from CFF viewer. Then, click on OK. You wil see import file summary, click on OK again. You should see a fil ebeing importd into project folder Next, double click on the file you want for program to analyze, then click on OK Then you will have Analysis Options window coming up, click on Analyze". You will see the list of assembly language with C++ on the right section. Sometime when you click on the group of assemlby codes, the right section will change to show what you are viewing in C++. That is what I figured so far. I do not know what to do next. If anyone know how to make patches or how to make changes to any files, let us know. Cheers
  12. From now on, you will see two picturs (TOP / BOTTOM) which is Jane's orignial pictures (resized by either x4 or x8 of the orignial size) / New texture version so you can see the difference.
  13. REPORT from JUCE v1.2: What I have learned about creating texture and working with transparent background for Jane's USAF: The system is primitive compared to modern where we can use .TGA, .PNG, and other file formats for texture. In the old days of gaming, we had to use 256 color 8 bit BMP. And in order for texture to have transparent, the game developer use one of color and turn it nto alpha. For example, in Jane's USAF, the transparent color is 00FFFF (HTML color or 0, 255, 255 RGB). It mean I can not use semi-transparent colors for smooth curves. Therefore, I am forced to try to 'smooth' the curve with rough edges. It is one of big challenges. Another challenge is to preserve the 00FFFF cyan color as I work with texture in GIMP, then move them to paint.net and save them in 256 color 8 BIT BMP while making sure cyan color is saved properly with exact 00FFFF. Here is interesting projects I have worked on, but firstly, I want to thank to all aritsts out there who made the materials available for me to use, as well as powerful tools, such as chatGPT that saved my time A LOT. Allow me to explain how i use AI to help me: By heping me with upscaling the texture 4x and 8x while using various methods. There is no perfect methods, so I use what is avaiable out there, especially with my RTX 3080TI and Stable Diffusion. However, for texture part, I use my hand to polish, replace, or tweak when needed. AI is not that advanced yet, so I must be very involved. However, I have this philosophy that AI is meant to be your partner, teammate, not your leader. You are the one who leads with creativity and passions. I, as artist / military aviation fan and hobbist, always make sure there is no mistakes with the textures. However, without AI, I would probably get burned out working on over 130 texturs, and AI have saved my time from years to a few weeks. For that, i am forever thankful. How do I use AI upscaled texture? let's say I have 8 different methods of upscalng, then I compare them, then cut off what I like the most, then paste into one template,. If none of them provide good texture, then I find the excellent texture materials online. If there is none, then I use my hands. When working with P-14, P-35, and P-40, that was quite interesting part, used my hand to create the radar lines. For example, here is P-14, so you can compare between orignial Jane's USAF and my new version: Jane's USAF orignial (resized to 1024 pixel height / width): By using this photo as reference: This is my new version, took me a while to finish the radar dish part. Here is P-35 (Jane's USAF orignial texture resized) My new version P-40 radar (Jane's original version resized) My new version:
  14. Hello everyone! The new version of JUCE v1.3 is now released with oaver 130 texture updated. The file sizes jumps from 76 MB to 156 MB. All texture files in stationary folder (in Resouce folder) is now completed. I am moving on to the next texture project, especaily on aircraft. The screenshot from JUCE v1.2 will be posted here as soon I get the chance. Cheers
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