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-Rudel-

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Everything posted by -Rudel-

  1. You don't need to put type ="connector"; for point helpers.....just dummies.
  2. BTW, In your screenshot, the main doors and airbrakes are blue. Is that on purpose?
  3. General PBR workflow is in Linear space for RoughMets and sRGB for albedo textures in the DCS environment. The shader and your display device will calculate the gamma, and usually the industry standard is 2.2. Hence the default 2.2 setting. Colors on the albedo texture tend to be brighter because there is no shadow information, and to compensate for gamma correction. If a user creates textures in a gamma 1.4 settings, the colors would need to be super bright to make up for the darkness. As for the font, you'll have to create it. I don't know any font for that military branch. But German WW2 numbers come close.
  4. Purrrrrrrrrrrrrrdy
  5. These look great Chimango, however I hope you're testing the liveries in a 2.2 gamma setting. Your screenshots seem really dark, and all RoughMets are tuned for standard PBR lighting at 2.2.
  6. гугл переводчик не хорош в этот раз. Google translation was not good... :book: {"MIG21BIS_CP_100", 0 ,"Windscreen_1001",false}; -- Windscreen Refit
  7. {"MIG21BIS_CP_GLASS_CANOPY", 0, "MiG21Bis_CP_Glass_Canopy_Refl", true}; {"MIG21BIS_CP_GLASS_CANOPY", 1, "MiG21Bis_CP_Glass_Canopy_NMp", true}; -- Rain Effects {"MIG21BIS_CP_GLASS_CANOPY", 13, "MiG21Bis_CP_Glass_Canopy_Refl_RoughMet", true}; {"MIG21BIS_CP_GLASS_CANOPY", 14, "MiG21Bis_CP_Glass_Canopy", true}; :thumbup: Note: 0 = Reflections (alpha, 1% black for gass area) 14 = Color (must be bmp, no alpha) Примечание: 0 = Отражения (альфа, 1% черного для газовой области) 14 = цвет (должен быть bmp, без альфы)
  8. Что не так с файлом? What's wrong with it?
  9. {"MIG21BIS_CP_100", 0 ,"Windscreen_1001",false}; -- Windscreen Refit
  10. FFS.....We at LNS have several new liveries on the way (by Jack) to support the Syrian map; including that Libyan one. And FWIW, I too got my beginnings in making my own skins, because no one out their made them. (...going back to the Jane's F-15/18 and old Il-2 days..Before youtube, and social media groups dedicated in helping to learn aircraft texturing.)
  11. Hmmm Internally, I added the comm menu item, and the commands seem to work, however the chocks do not show up. Will investigate more
  12. According to Evgeny (plug-in builder), It's part of a script to export geometry for particles.
  13. You can get away with 2 million triangles easy these days. Still doesn't hurt to have LoDs though. It's more about draw calls these days. The less materials on a model, the better. Atlas textures if possible. That F-14 with the cockpit is an estimated total of 2.5 million tris.
  14. fixed internally, thx!
  15. Tell Hiro to hurry up with those new Polish liveries :laugh:
  16. Fixed internally, thx!
  17. 2.5.6.xxxxx - 2020 June xx Fixed ejected pilot's view point and added Arg 10 for the invisible head. Fixed "smooth_normals" object definitions on the TacNumbers. Fixed all the light rheostats' clickable data. (Courtesy of Joe) Fixed the ASP lights from being on while the battery power is off. Fixed the glow in the dark text on the lower-right-rear panel.
  18. fixed internally, thx!
  19. Texture 011 You need an alpha channel with the text you want to glow
  20. All fixed internally, thx!
  21. English pit fixed internally! thx
  22. 2.5.6.50793 - 2020 June 11 Added wheel chock function. Fixed external glass material name. Fixed nose cone animation. Fixed ejection seat visibility. Fixed aircraft covers showing during ejection sequence. Fixed artificial horizon pitch animation. Fixed ASP glass texture z-fighting its frame. Fixed 'English - Metric' and 'Chinese' cockpit liveries. Fixed key bindings for the RSBN / PRMG channel selectors. Fixed key bindings for the ARU and landing light switches.
  23. Fixed internally, thx!
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