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Tatti

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Everything posted by Tatti

  1. I made some close up pictures of an A-10 on an Airshow. I should have covered almost every angle. Maybe you can use them: klick
  2. That's a great skin Merlin. I didn't have the time to create a nice one myself, but hell, that is exactly the kind of thing we have this great community (including amazing texture artists) for ;) I really need to look into those shadow problems, though and I've got to send Walmis the model. Maybe next weekend I'll take the time to get this done. so long, Tatti
  3. Hi there, I'll try to recreate and fix that problem as soon as I have some time on my hands, Matze81. Thanks for informing me. to Walmis: I'll send you a pm with a download link of the .max file asap. to PFMM: Thanks for trying to fix the shadow issue. At the moment I think the problem occurs, when using a specific graphics driver / graphics card combination. regards, Tatti
  4. Hmmm.. I really have no idea what might cause this problem and unfortunately I am unable to recreate it on my side. But I guess if it is only appearing in the loadout screen and not ingame, it's not that big of a problem. I'd appreciate it if anyone could give me a hint on this one, though. regards, Tatti
  5. Looks like you have shadow problems, Walmis. Did you try the appropriate version?
  6. Hi, for all of you who want more specularity (shininess) on the fuel tanks, here you go: CFT V1.1 - without shadow fix - recommended: http://tattinet.ath.cx/lomac/cft/CFT_TattiV11-noshdw.zip CFT V1.1 - with shadow fix - download if you have shadow issues: http://tattinet.ath.cx/lomac/cft/CFT_TattiV11-shdwfix.zip regards, Tatti
  7. As I already stated when announcing the shadow fix you should ONLY download and install the special fixed version IF you have shadow problems with the normal, previous version of the model. Walmis, thanks for fixing the positioning issue on your side - that made another two versions of the model unnecessary. More Versions would have added to the confusion. I will add some specularity to the model at the weekend. Keep up the great work. regards, Tatti
  8. Awesome work. Btw, UV Mapping is really a bitch. I am deeply impressed that you were able to make the old skins fit almost perfectly. Keep it up! regards, Tatti
  9. I will make a corrected Version for Walmis' F-15 at the weekend. regards, Tatti
  10. The self shadowing is propably for the active object only I guess, although I do not know it for sure, because I have turned it off. If you are not using self shadowing and are not experiencing any problems with the old version then keep the old one. I've get an Nvidia Geforce7800GT and it's running fine with the previous version of the model ( self shadowing turned off ). Furthermore I didn't notice any kind of FPS drop - running at 30 fps smoothly. This obviously changes when there are 12+ planes simultaneously next to each other on the screen. But this happens to me without the fuel tanks, anyway. I also haven't heared any complains before considering FPS so I won't remodel the tanks. Next project will be to remodel a flyable - but since I haven't much time on my hands right now, this will take time. The latest solution of the fuel tank seems to work fine for ATI users, who got self-shadowing turned on. Please report if you experience something different. regards, Tatti
  11. fixed materials Usually when I say I'll do it when I have time it means I'll do it two weeks after never. Taking that into consideration I fixed it faster than I'd have thought. Seriously now, I set all materials to standart and edited the F15-PTB.skins File accordingly. However I noticed no problems on my machine using the old release with per pixel specular lighting. Normally I've shadow self cast turned off, but for experimental purposes I turned it on and everything seemed to look as intended. Maybe the issue is connected with specific graphic cards / video drivers. I'm using an Nvidia Geforce 7800 and to everyone else using a Nvidia card or not having any shadow self cast issues I recommended using the previous release of this mod. Anyone having shadowing issues should try this standart material release: http://tattinet.ath.cx/lomac/mods/F15-ConformalFuelTanks-fixed.zip The release is LOMAN compatible. I hope this will solve your problems. If you had a shadowing problem that was solved or not solved by this fix it would be nice if you could drop a reply stating if the issue got corrected and what graphics card you have. regards, Tatti
  12. This is awesome work. Keep it up!
  13. Sorry for keeping you waiting, but I have currently a lot of stuff on my mind in rL. However I'll correct the material issue as soon as possible. Concerning the F-15C model I already started but the model isn't optimized, there is no damage model, it is not animated and also not unwrapped for use with old F-15C skins. I'll be very busy until June 2007, so I propably won't have time to complete the model in the next months. But as you most likely know Walmis has started working on the F-15C model and his progress looks amazing. So there is a lot of hope for you F-15 Pilots. regards, Tatti
  14. Thanks, didn't see that one before.
  15. Hey knellknell, the model & texture are looking great. May I ask how you solved the problem? Maybe someone else is having a similiar issue.
  16. Hi, Im sorry that I do not have the time to download and try to implement your model myself. But I know what you are talking about, because the same thing happened to me when I was implementing my F-15 Fuel Tank. Here is how I solved the problem ( At least I think that the transparency problem actually is somewhat connected with this, since it worked quite well after making these adjustments ): 1. Select your Object, press M and assign a 3dsMax standard Material to it and name the material. Note: I named the material the same as the object, but I think this doesn't really matter regarding the transparency issue. 2. In the LOMUtils panel under "Material Type" click "Pick Materials" 3. In the popup window click the "+" in front of "Scene Materials" 4. double click the material you previously assigned to the object. 5. In the LomUtils toolbar select "per pixel specular" as the material type 6. Press "Set Data" Button 7. Export file as .lom and put it into your Bazar\World\Shapes folder. 8. Create a file named "NameOfYourLomFile.skin" where - Can you believe it - "NameOfYourLomFile" is the name of your .lom file. example: F15-PTB.LOM ---> F15-PTB.skins 9. Open the .skins file with an editor (e.g.: notepad). 10. For reference on how the .skins file is build check out other .skins files in the Shapes folder. 11. Now for your texture you write: material = {"The Name Of Your Material You Set In 3dsMax", "per pixel specular", "The Name Of Your Texture File You Put Into Your Bazar\TempTextures Folder.bmp"}; This is how it worked for me, I hope it'll work for you, too. I already posted this in the "official thread", hope it helps.
  17. Hi, Im sorry that I do not have the time to download and try to implement your model myself. But I know what you are talking about, because the same thing happened to me when I was implementing my F-15 Fuel Tank. Here is how I solved the problem ( At least I think that the transparency problem actually is somewhat connected with this, since it worked quite well after making these adjustments ): 1. Select your Object, press M and assign a 3dsMax standard Material to it and name the material. Note: I named the material the same as the object, but I think this doesn't really matter regarding the transparency issue. 2. In the LOMUtils panel under "Material Type" click "Pick Materials" 3. In the popup window click the "+" in front of "Scene Materials" 4. double click the material you previously assigned to the object. 5. In the LomUtils toolbar select "per pixel specular" as the material type 6. Press "Set Data" Button 7. Export file as .lom and put it into your Bazar\World\Shapes folder. 8. Create a file named "NameOfYourLomFile.skin" where - Can you believe it - "NameOfYourLomFile" is the name of your .lom file. example: F15-PTB.LOM ---> F15-PTB.skins 9. Open the .skins file with an editor (e.g.: notepad). 10. For reference on how the .skins file is build check out other .skins files in the Shapes folder. 11. Now for your texture you write: material = {"The Name Of Your Material You Set In 3dsMax", "per pixel specular", "The Name Of Your Texture File You Put Into Your Bazar\TempTextures Folder.bmp"}; This is how it worked for me, I hope it'll work for you, too.
  18. F-15 is definiteley next, but I don't have a lot of time on my hands right now - so this might take a while. By the way: You should still drop the tank, SuperKungFu! ;)
  19. Conformal Fuel Tanks released Hey, thanks for the kind words - it's releasing time! I finished the LODs today and made the package LOMAN ready, but you can also install the mod manually if you don't use LOMAN. Just check out the readme.txt file for instructions. Alright, let's quit the talking - here you go: http://tattinet.ath.cx/lomac/mods/F15-ConformalFuelTanks.zip Please let me know if you find any bugs or things that would be improvable. Enjoy! - Tatti
  20. We are a german virtual squadron and train every Monday and Thursday. Feel free to contact or visit us on our site anytime. http://www.vtfs-161.de/
  21. Hi there, Yesterday I unwrapped the fuel tank and today I textured it so basically it's almost ready for release. If you like you can check out the pictures below - click on them for a highres version. Only thing that's left now are the various LODs but that hopefully won't take too long anymore. - Tatti
  22. Hey, I do not have a lot of free time on my hands right now, but I unwrapped the model for texturing this weekend anyway. I also checked it ingame and I can tell you it's working fine! Now everything that's left is the texturing part which I will hopefully complete in the next week.
  23. That is great work, the model and the skin look awesome. Keep it up!
  24. You should place the model viewer into the Lockon main directory but you will get that error message when you start modelviewer for the first time anyway.
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