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cookiemonste

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Everything posted by cookiemonste

  1. Is it still not working?
  2. Hey Tripod, what I would recommend you is decompile some existing roughmets with the editing program of your choice to see how they are built. If you want bare metal, you work with the blue channel mostly. Blue is the metallic channel, Green is how glossy/dull your metal is. White/Black are the extreme end of each channel. White being super matte while black is super glossy in the green channel. And in the blue channel, black is more metalic while white is more non metalic. It's best to work in channels, gives you more control. There is a ghetto/brute force method though. You paint your roughment, like you paint a livery. Look at the roughmet of a metalic livery and paint it the same colours as that roughmet. I did this in the beginning or do it when I need a quick and dirty roughmet for something. I hope this helps a little. It's hard to exlain it in text, best is to experiment.
  3. Updated, sorry, accidentally deleted the file. I actually did at the time, the F-14 i looked at too, the instruments are alphas, like I have been doing. The side panel illuminaton are not alpha. And since the side panel texture on the F-15 doesn't have any alphas enabled (I tried to give it alphas), I can't fake any sort of illumination. The instruments are good enough, that's exactly what I want it to look like. Just short of time at the moment to finish this thing up.
  4. Hotfix for the unexpected texture update, this project is not dead, I just dont have the time.
  5. I originally wanted to darken the panels but I've had a GIMP crash and lost the HUD quadrant that has been done, I have it as unlayerd PNG from the DDS. Not sure if I want to redo it all over. Maybe another day. I am sorry for the lack of updates, I have been away on digital detox and still are but I can upload the latest version in the mean time.
  6. Most of the text for the dash has been created, the AoA gauge has also been completed. I am getting close to a 1.0 release.
  7. Update on the HUD quadrant:
  8. If someone happens to have good photos of the AOA indicator, please send them my way. ED's is wrong, that's for sure. Oil pressure gauges have been updated. If anyone wants to help out, the text on the dash needs to be redone, texture 1 and 2. The font is "MS 33558,".
  9. Not sure if I will touch the side pannels. Redoing them would be a huge undertaking with no real benefit. The backup attitude indicator has been redone and is now correct:
  10. Well, I struck gold. Now I should be able to see what ED did wrong and how to fix it:
  11. Most gauges on the right are finished, the caution pannel included: I have updated the download link at the beginning of the thread. The next step will be the artificial horizon. If you have any requests of what I should do next, post them here.
  12. Some progress, I've reworked the fuel gauge and now im working on the caution pannel.
  13. Oh my god, thank you, yes the project is still alive. However, work is progressing very slow.
  14. Hey @western_JPN, is it ok it I post my work in here? As long as it's connected to your mod?
  15. I love mods like these, we need some civilian planes. And I'll sink my claws into it livery wise!
  16. I have created my own roughmets, for AI aircraft as well. And I dont understand why the colour is that important to you, Do you paint your roughmets directly or what? Try german with us, since your english is no good, we can barely understand you.
  17. Urbi, I have no idea what you are trying to say. Only that you don't use Gimp.
  18. Hi Stackup, one more tip: Don't forget to generate mipmaps, it looks like you forgot to generate them. Makes it look much nicer at different distances. Removes the jittering from textures at a distance. And generally, I wouldn't recommend using Urbis method. It's inprecise. You should work in channels. Ignore the red channel for now. Green is the glossiness, it determines how shiny or matte your surface is. Stencils, Roundels, oil streaks for example. White means matte, black means gloss. The blue channel is the roughness. It determines how metallic (rough) something looks. White means less metall, black means more metall. Your best bet is to add a white and a black layer to the layer you want to edit, that's how you can tweak it the easiest to your liking. The lighter an area is, the more matte it will be. It's best to disect an existing roughmet in Gimp to see how its structured. Try this template, it's basic but it gets the job done. Because the thing Urbi gave you is no good. https://mega.nz/file/t64GnIJK#ol0y5jYlWUynAQM4A9KVi9AD770rgL2Qw0eJzYQhlUo
  19. It's still ongoing but work is kicking my butt.
  20. Thanks for the input guys, thas why I created this thread. I didn't know about the different backlight colours on the F-15C/A. Unable to change the colour so green it is. Life has kept me busy so no updates as of now. But the version uploaded, is working. ED's pit has no backlights at all, thas what im basing it on. It has no floodlights either. It's like a diver watch with luminous indices.
  21. OK, I've been messing around a bit, ED's illumination is wrong, the instrumens should look like this: I am unsure if I can change the colour of the light itself but I have been able to replicated this kind of backlight: Your thoughts? I might be able to fake the floodlights by painting the lights onto the consoles and instrument panels itself, so it has a slight glow.
  22. After finding new ressources, I have realised that most gauges need a rework to be accurate. I dont know how long this project will take, that's why im posting a current version. This project will continue but it will take a good while.
  23. Once the gauges are done, I will upload a preliminary version in this thread. I'm about 70% done with the gauges. There are so many things I'd like to improve a the same time that it would take ages to get it done. Simulated flood lights, roughmets, colour corrections etc. So here is the plan: if the gauges are done, a WIP version will be posted in the first post. WIP picture of roughmet work and illumination improvements will be posted here.
  24. I have started work on useless details: I started redoing the HUD console: And the navigation should be easier now at night as well, not sure if I'll remaster the compass, I just messed with the heading marker: I tried adding more details but ED says no: BTW: Does anyone in here know if it is possible to change the colour of the light itself? ED's illumination has the wrong colour, it should be red.
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