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luckybob9

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Everything posted by luckybob9

  1. Not saying, but if i get it to work, it should be pretty freaking cool
  2. Alrighty. So I'm almost done unwrapping this thing, but I have a question for you guys. I think I figured out something that would make this model be just a little cooler, however it will take more time for me to get it working and tested. I can either A) finish unwrapping it and release it when the texture is done. Then later re-release an updated .LOM of it. Or B) Wait until I get this new idea done. The choice is yours..
  3. Heres some. They might have changed since I took these.
  4. http://www.ironangelslockonsquad.com/downloads/Meinit_compatibility.rar :)
  5. Here it is. When I installed it last time it worked perfectly, despite issues other people were having. http://www.ironangelslockonsquad.com/downloads/landinglights.zip Here are two missions with the lights infront of all of the airfields: Day time: http://www.ironangelslockonsquad.com/downloads/ALS.mis Night Time: http://www.ironangelslockonsquad.com/downloads/ALS2.mis Cheers
  6. .
  7. I havent done anything with the damage model so I'm hoping it will use the default one. I will have to test it Yup. The turret goes up, down, left, and right. Maybe I'll get around to making an ingame video of it :smilewink:
  8. Will it be possible to place trains in the mission editor?
  9. Eh, I honestly cant give any kind of timeframe. This is my first model so I keep getting small hickups along the way. But with that said, I found a solution to my last issue last night and I dont see any more problems in the future. All thats left is to unwrap it and send it to ruggy to make a bitchin texture.
  10. Ok. I might be done. Here is a render of the release candidate 1. I really need input on whether or not there are any problems with it. http://www.ironangelslockonsquad.com/videos/rc1.avi If anyone wants screenshots from specific angles, let me know Also, should I add more detail or should I leave it as it is. It is already already just a little past 9,000 polygons.
  11. Not a huge update, but can anyone notice the difference?
  12. Did you start the electrical system? Shift + L
  13. Alrighty. I have replaced the front grill placeholder with the real thing.
  14. alrighty. So do i get rid of the cylinders and replace them wwith rectangales?
  15. Can either of you explain how to use a tga alpha channel? Im rather new to this and I have never heard of that
  16. Here is some more eye candy:
  17. Ok here it is:
  18. What do you mean when you say "show the mesh"
  19. Not a clue :) Im actually having an issue there with the polygon count. Each wheel has 20 sides and comes out to be 284 polygons. Eight wheels means 2274 polygons, which is about 1/4 of the total polygon count just on the wheels alone. And Im still trying to reduce the polygon count. Ugh
  20. Not a clue on that. Maybe they will want to use mine :D :D :D
  21. Here it is so far. Im still working on reducing the polygon count.
  22. How about this. Its the best I have: http://www.ironangelslockonsquad.com/videos/blackshark.wmv
  23. Ack sorry. Yes its from scratch. I made it by referencing several existing models and photographs. I started off by making the general rough design and shape. Now I am going back and redoing parts to make them more detailed.
  24. Nope, try 9000 at the molment. Im working on reducing the count right now before i make more details.
  25. I know its not much, but it might make some ground pounders happy. Here is a new btr70 model I have been working on
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