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OldCrow

3rd Party Developers
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Everything posted by OldCrow

  1. Sounds good:thumbup:
  2. Wow! That looks great!:thumbup: How many polys u think the model will be when its finished?
  3. Ahh, thats awesome! Then I have everything I need, thanx alot for your help:thumbup:
  4. Thanx! Then I know what to do, but I might get back to you on that normals editing:D
  5. Copy, thanx ;) Ok, so how do I have two textures for one fuselage? Do I have to devide the fuselage into two parts? Forexample the stock su-27 has one texturefile where the back of the fuselage is mapped, then another texture file that the nose is mapped on. So How to do that? Thanx for all answers so far:thumbup:
  6. yea, thats what i feared. thanx for the help So I guess I'll have to find another way. I want to have two texture for one fuselage, how do I accieve this with using standard materials? If im not totaly wrong, you can only have one material assigned to one object at the time, and standard materials can only have one texture. So, to have two texture files for one object, how can I do that? Do I have to devide the fuselage into two parts?
  7. Ok, I really need some help on this one. Heres my prob: When I assign a multimaterial to an object that is fnished unwraped, it wont show up in the lockon model viewer, the object dissapears! And heres the funny thing, I tested this before I did the rest of the unwraping to make sure lockon could handle multimaterials, and that worked with no prob. The reason I wanna use multimaterial is so I can assign the textures by material id. Anyone know how to solve this prob? Does lockon support using material id? Is there another way of using material id where u dont use multimaterials?
  8. Wow! That was amazing! You guys are good no doubt about it! And very good skill to make that movie! I think the Virtual Thunderbirds are gonna get some competition this year!:D Cant wait for VFAT!:thumbup:
  9. Hmm, sounds strange. Im no computer expert or anything, but seemes like the changes you did in windows might cause the problem. If you remember the changes you could try to set them back to default. If this doesnt work or you dont remember the default settings, theres always the option to set your system to a point earlier when lockon worked (systemgjenoppretting). Hope u get it to work!:thumbup:
  10. Thruly amazing! Great job! Cant wait for VFAT!:thumbup:
  11. Wow, those textures looks amazing! Great work!
  12. That is absolutely stunning! Very high detail and nice textures! THey sue know what they are doing!:thumbup:
  13. WOW!!:surprise: You guys are amazing! this is amazing! You keep pushing the boundaries of lock on to the limit and never stop to surprise us! WOW!! Cant wait! Keep up the good work!!:thumbup:
  14. Thank you for your offer! Really appreachiated!:smilewink: We want to finish off the rest of the model now like skins, payload and then have a finished product wich might be able as a beta test version. We have found and fixed most of the problems ourself till now, but it certanly wouldnt hurt to get a professional look at it before we release it:thumbup:
  15. Thats because the ingame shots is taken from a whidescreen monitor, and got the resolution of a non whidescreen (I think)
  16. This is just looking better and better! I really hope you guys can get that custom cockpit to work! Howerver it sayes in the lockontools that it is limited tools, and that the only materials that work is the standart and the canopy shine effect. If we would be able to get the full tools there are materials called mfd, cockpit etc, and my guess is that thats the key for getting the hud and mfd to work. Then the size problem of the cockpit might also be solved too if we would be able to give the cockpit model the Cockpit material.
  17. yes, its indeed a shame, I never saw it flying either! Ah well, will see it flying in lockon atleast:thumbup:
  18. Cool! Well if u're interested in making some damaged parts for a damagemodel, help is much aprechiated!:thumbup: But as far as the aerobatic model goes, we have it all covered now. Thanx for the offer!:smilewink:
  19. I see your point, but its very much work to include a damage model. Its not something that is done in a day. We are very close to release the F-5 now, and our aim has always been to have this as an aerobatic version, with capabillity to add some aims on the wingtips. So we wont add a damage model at this time
  20. thanx for the reply! About the damage model, we are at the moment only making an aerobatic version, so a damage model wont be made at this time. We might add a damage model in the future, depending on how many that wanna use the f-5 for combat and if we have time to do it:smilewink:
  21. hmm, Im not sure what hump you mean, but if this hump is visible when using a flyable mod, its not modeled in the plane model file but in the cockpit model file. If you want it removed without making a cockpit, its possible to edit the texture of the hump. If its using a tga file u can simply edit the tga texture so it wont be visible, since tga files have an alpha channel.
  22. ok, just a small update, all the mapping is now done, only some textures and small stuff like lights left to do. We'll come back with some pics as soon as we have our textures done:thumbup:
  23. Looking good! great work, keep it up!:thumbup:
  24. To the poly question, u can use editable poly mode and slice in some vertexes with slice plan, and u can also insert vertexes freely on the edges of the model using insert vertex in edge mode.
  25. This is looking really good!! Great work! Keep it up!:thumbup:
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