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RICARDO

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Everything posted by RICARDO

  1. i have been seaching in every .zip of buildings and terrain files but that "ukrytie_b" texture is definitly unfundable...:(:(:(
  2. thanks, that sound like a good clue. :thumbup:
  3. hello, one of the hangar wich is always on airfield is very difficult to find in the building.zip, if you could give me it's name it would be a great help.
  4. It was not negative, but i had the feeling that there was not realy an expectation on a kutz relooking, as the 3D model was very poor. Half of the work was already done only the deck was on my todo list. And the deck was a uge amount of work. So i decided to work on the buildings and keep the kutz for my own use. :D
  5. Hello guys, Nice to see your enthousiasm on this project, i canceled in the past the kutz mod because some sarcastics comments make me understood that the community was not realy interested by this project. I use it for myself and my team mate only. About building mod, my priority is technical airport buildings. They are all on the mission editor and anyone can add them to customise airbase. Two reasons for airport structures. First one, proximity of taxiing aircrafts. Second one, weight. At the moment they are 4096x4096. I tried half weight but quality is blured. It would have too mutch impact on fps to work on a lot of buildings. I will work on 3 types of big warehouse and fuel tanks, pehaps on a couple of high city buildings. Anyway, i have built a huge texture bank on buildings so this mod can be extended on future. I have started a teamwork with Luckybob9 that works on sophisticated 3d buildings that i am mapping. He ´s more on a policy of having them on ED next updates of DCS. But as you see, that mod can be extended but at the moment we have to cope with engine limitations.
  6. Hello guys, Nice to see your enthousiasm on this project, i canceled in the past the kutz mod because some sarcastics comments make me understood that the community was not realy interested by this project. I use it for myself and my team mate only. About building mod, my priority is technical airport buildings. They are all on the mission editor and anyone can add them to customise airbase. Two reasons for airport structures. First one, proximity of taxiing aircrafts. Second one, weight. At the moment they are 4096x4096. I tried half weight but quality is blured. It would have too mutch impact on fps to work on a lot of buildings. I will work on 3 types of big warehouse and fuel tanks, perhaps on a couple of high city buildings. Anyway, i have built a huge texture bank on buildings so this mod can be extended on future. I have started a teamwork with Luckybob9 that works on sophisticated 3d buildings that i am mapping. He ´s more on a policy of having them on ED next updates of DCS. But as you see, that mod can be extended but at the moment we have to cope with engine limitations.
  7. great, were should i declare the models to alow the change day/night.
  8. updates of the week end hello, two new buildings. and a camo test on one of the hangars.
  9. Ok, great i have been working with Luckybob9 for a wile and he is always a great help. We are on a couple of project together at the moment but since the middle of august he doesn't answers anymore. he might be on vacations.
  10. hello cichlidfan, the night hangar file will be the same as the one modified by the mod i am working on. if you compare with what exist in game, for exemple one building has a texture for day light and a second file for night. the difference between the original file and the night one is an Alpha layer that select only windows area with probably a gama rendering of thoses windows to make them lighter. Do you know if there is a lua file somewere that decides that the game should chose that night file when light is low instead of the daylight file? If so, i could declare that new file in this lua file.
  11. hello cichlidfan, thanks for you help, it will light consequently my mods :thumbup: As i was working on that project i was wondering if there was a way to ad files? some buildings have an extra file to light windows at night some don't. I would like to create a night file for the big open hangar, with the inside lighted. How would you proceed? thanks.
  12. ok thanks i will try this soon. I am facing the same problem with the kutz mod where they are much different files going in at least 3 different zip...
  13. hello, just to clarify my process about creating GSME mods. At the moment if i had do do it for this. this is how i would proceed : i would create a "HD building texture mod" file with : Eagle dynamic/ DCS world/ Bazar/Textures/terrain/vfs textures/Buildings.zip directory, but in the zip file i would keep all the dds texture of the original "building.zip" and i would replace only the files that i have modified. It means that my mod would be heavy because it includes all the texture of the "building.zip" even the one that i didn't toutch. Is there another way to do it with a zip that would include only the replaced textures?
  14. Love it!!!! i have been waiting a long time for this bird. :thumbup:
  15. bonjour tigrou, je n'ai pas suivi si les pits étaient les originaux du jeu versus ceux des avions du mod.
  16. nice to know that guys, just need some clarifications : the new model was made by Tomcats? where can i find it? i saw the lioning & george bush mod but the new KUTZ is also included? thanks for your answers.
  17. this is the existing one. verry soft...
  18. any idea of the name of the file for barriers?
  19. hello, some more picts, deck and lower part of the boat still undone at the moment.
  20. Wip picture Hello, working on the upper structure of the ship, thing are going pretty well regarding the few Hi rez pict that i have found on the net...
  21. i feld that this 33 was reacting differently than the old one. specialy at landing, i have a hight rate of crash... May by some more practice will solve that.. :music_whistling:
  22. Thank you guys, that´s a very good site:thumbup: Nice details, if you have more, it ´s gone help my mapping!
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