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Doughguy

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Everything posted by Doughguy

  1. Strange point. If it doesnt move like that in RL, but differently and Art is applied as in RL, the new movement will basically be the same and hence, the RL is also actually "mismatched".
  2. All Folders in the rar from "D9_7_JG26\D9_7_JG26\DCS World\Bazar\Liveries\FW-190D9" go into "yourdrive\DCS World OpenBeta\Bazar\Liveries\FW-190D9\" Namely "FW-190D9_Damage" folder, "FW-190D9_BR4_JG26" folder, etc "FW-190D9_Damage" contains the new damage textures. If you miss that, it wont work. The texture called "fw-190_damage_main_roughmet" from "\D9_7_JG26\DCS World\CoreMods\WWII Units\FW-190D-9\Textures\FW-190" in the rar file goes into: "yourdrive\DCS World\CoreMods\WWII Units\FW-190D-9\Textures\FW-190\" Inside "yourdrive\DCS World\CoreMods\WWII Units\FW-190D-9\Textures\" theres a zip File called "FW-190D-9" containing the doras original textures, incl. damage. By creating a new folder called "FW-190D-92 in that \Textures\ folder, where the zip file is located, and extracting the "fw-190_damage_main_roughmet" texture into that, will force dcs to use roughmets Recheck, it works for others.
  3. Sadly no, but eg, if you use the 4YA skinpack, theyve used a small workaround to make that happen.
  4. FW-190D9_Damage folder incl contents has to be in the livery folder as the 7/jg26 liveries will draw the damage textures from the. the single roughmet texture that goes into the fw-190 folder in the core folder structure is needed so that damage textures are enabled to use roughmets.
  5. You can calculate the correct FOV according to your monitor and distance from monitor to your eye. Theres some stuff on the web that does that for you if that helps.
  6. 7./JG 26 now live! Links in first post.
  7. Uploading 7./JG26 skins. I´ll pause on the dora in order to work on some other projects. It wont be long but then ill be back at working on a 4k cockpit. Wait out.
  8. as it was stated. shoot to the 6 and same things will happen over and over. Ive torn off enough spits wings or damaged p47s and p51s so their engine cowlings came off. it all depends on the angle you attack your oppo.
  9. WOLF_PACK_US_WWII_DYNAMIC_BASE_CAPTURE_v5.1.1U-20240727-184421.rar engine stopped midflight. Oil and Coolant Temp all in the green. No other damage that i could assess. @NineLine@Hobel
  10. @Hobelanything?
  11. Youd be surprised how well shots from 600m plus work if all is set up right. Thats the convergence for the doras cannons. Fireing at 300m is most convenient imom
  12. its meant for bad weather approaches iirc. plus, it only really works on "modern" set up maps. not on normandy. hence, rather "useless".
  13. Oh well... new update new track huntin.....
  14. Thanks @Hobel I wonder if the bug could be identified. Theres been many tracks submitted, includin by you. However Nineline went pretty silent.
  15. @NineLine @Hobel Had this again after a while. Warm up with 1500 rpm until coolant reaches 50 deg. then to 1800 rpm until 70/80. Rollin. Climb with 3000 rpm. Cruise with 2500 rpm at 6k. Noticed some vapor clouds at my back but thought they were reflection. Then large vapour clouds from the front. Landed her with low engine settings around 1500 rpm with gills opened up all the way since the dive. I set her down, and left her idle at that for a while. Engine runnin smooth at 1500 rpm. Coolant 90 deg. Oil full blown at 130 since the vapour discharge. I left the gills open all the time and played around with the throttle. 2000 rpm metallic sounds could be heard. Throttled back to 1500 rpm, running all good. Back to 2000 rpm, metallic sounds back again. Pushing it to 2500 rpm then broke the engine. 06._24_JUNE_1944_N2_v5.4.2-20240603-195232.rar Any form of info would be highly appreciated on this... its going on for way to long..
  16. Solved the shading problem thanks to some help. But itll be tackier and not as of a clean install. Just need some adjustments here and there
  17. 2700 rpm seems to be a magical number that likes to break warbird engines.. dora eg. now p47.. although ive heard voices that basically the p51 aswell sufferes from the same issue, hence my suspicion is that the coolin system is bugged overall
  18. First, be aware that Physical Based Rendering has changed alot in the last years. Materials are defined by their Albedo (Color, in total shadowless lightning), Roughness, and if the surface is metallic or not. There are libraries that have gather info on such values, especially the albeo. Alluminium eg is nearly white, even if it appears light grey to your eyes, but that is because of the lightning your eyes percieve. Look up global illumination. So the albedo/diffuse defines color, which often doesnt have to be THAT detailed. Eg scratches, unless you have deep crevices filled with dirt, would be done in the roughness map. And then you say if these areas are metallic or not. Dents etc are done with the normal. The same goes for any other detailin. The steps are roughly the same. As for dirt etc, yes photos can be of great value to use as masks. Nothing beats real life reference. Gather it, hoard it. Just dont slap it on and call it a day. It really depends on what you want to achieve. Depending on what i have at hand (3d model or not), ill make sure i have a detailed normal map first. With my doras, i used a greyscale value image to go for panels, rivets screws etc first, which once done, will serve as a map for normals and a mask for various things. If this is done, i generate my normal map off of that greyscale. With various tools, such as Xnormal, i generate my normals or other things i find necessary. Next would be the albedo / diffuse. I start with a bare metal layer, and add another layer on top as a base "paint" layer". over that i blend the above mentioned greyscale map, so that i can see what part i paint. Id add a mask to the paint layer and "scratch" off paint in the mask. On top of the paint layer id add dust, dirt etc utlizing the greyscale as a mask to simulate dirt accumulation and such as desired. Once the diffuse is done, i create my roughness and metallic map off of the aforementioned albedo, and then combine these for the roughness map that is used ingame. The process is long and takes some trial and error. However, observation and hence reference are key. Take your time, be a magpie and observe where dirt is accumulatin, how does the paint look in certain conditions, is the roughness even all the time? (it is not), etc. and then you go from there. The key to a very good texture in the PBR space is the roughness map. That one will give you the most interesting and detailed appearance, even without a diffuse and normal. Wow...
  19. Yes ill release it as is. Just waiting for some video stuff to be done
  20. The details wont shade the same way as the rest of the model. It becomes pretty evident on metal surfaces. Oh well .... Im about pretty much done for now. I cant be botheres with all the pieces bein cut off from UVW isles. way to much to lign up.
  21. Not done yet. Was just blocking out and done a proof of concept.
  22. Guess id fly more on this server but the fact that dot labels are on are you virtually cannot sneak up on people makes flyin certain planes basically useless. Pity.
  23. Ok, so my inner monk was restless. Got the damage stuff working. Its still suboptimal but works.
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