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==Wiggy==

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Everything posted by ==Wiggy==

  1. Thanks Sushy73, is the "13" the number designation for RoughMet material?
  2. Quick Technical Question for the Gurus around here: Now that the roughmet is defined in the Mirage, in order to use my customer roughmets in the Liveries Folder, I need to change the following (in RED)? livery = { {"ext1", 0 ,"M2KC_1T_USAF_MN_388",false}; {"ext1", [b][color=Red]2[/color][/b] ,"M2KC_1[color=red][b]Specular[/b][/color]_USAF_MN_388",false};To this: livery = { {"ext1", 0 ,"M2KC_1T_USAF_MN_388",false}; {"ext1", [color=red][b]ROUGHNESS_METALLIC[/b][/color],"M2KC_1[b][color=Red]Roughmet[/color][/b]_USAF_MN_388",false};
  3. ---FYI--- The Recent update has brought about the Roughmet Changes in the Mirage. So although, initially my paints worked in v2.5, the roughmet files no longer produce the desired effect. I've also noted this in the Beautifully done RAF RED ARROW's scheme. It is no longer glossy. I will be updating my Roughmet files and Description.Lua files accordingly once I've got them looking the way thy did previously (or better!). I've REMOVED them from the USER FILES area for now. The only one that seems affected for the better is the Chevaliers Du Ciel Paint, which actually looks better with the default new Roughmet files (except for the exhaust petals - they're too dark). Thanks, Rick
  4. Wow. I'm speechless. Appreciate the compliments.
  5. Thanks DonJosh! Very nice of you to say. I generally don't publish my personal paint kits. Not because I don't want to share, but because I value the creative works if others. I like to see how people do things and appreciate their own talents. I would hate to see just a bunch of works that look like mine... I'm only one paint brush. There are many fantastic painters out there! Which I know you are very aware of! And I appreciate your interest in my work! I'll try to keep my paints as high quality as I can make them!
  6. Some better Screenshots of the final product in multiple lighting conditions so you can see how it looks from different sun angles.
  7. Thanks mate. Not sure why it's not available yet in the User Files area....I uploaded it about 24 hrs ago...
  8. Uploaded. GET IT HERE
  9. Yes. :)
  10. Hold on... Found a few items that need adding ...missing tail number and ejection text...a little too trigger happy to get this one out! Lol.
  11. Made a few more modificaitons. Here's the final product.
  12. Somehow, I don't know how...I completely missed your paint kit. Yes, I know...how on earth that is possible I don't know. At any rate, I'm trying to merge what i have now with yours in a non-destructive way...as I basically made my own from the Belsimtek one. Great setup! I really appreciate the UV maps for the other textures. many many thanks! -Rick
  13. Thank you! I do not use any lighting mods. This is stock lighting with gamma set to 1.9
  14. Ha! Thank you DonJosh.
  15. Here's the final weathered.
  16. Ok, this one is incoming very soon. Just need to paint the exhaust probe red...and add BORT back in. Settled on this weathered look.
  17. Looking good!
  18. Been searching without a clear answer as to 'How' to created bump maps for DCS...I don't mean how to create them in general. I mean once I create them using the Nvidia plugin for PS, do I need to do anything to the RGB layers? For example, in FSX/p3D once you create the bumps, you needed to invert the green channel, make the Alpha Channel the same as the RED channel, then turn the RED channel all black and the Blue channel all white. This was the process. Is there any similar process or do I just use the bumps as converted by the plugin? Any insight would be very helpful!
  19. Further refining added sine panel color variations...and the Spec... Not sure if I like it....I might start over...
  20. Ok I've edited the spec a little more and refined there dirt layers. Does anyone know where the exhaust probe on the left rear fuselage is located in the texture sheet?
  21. Excellent! Just excellent!
  22. Weathered is in work...
  23. Nice looking paint!!! Very interesting...I'm very new to textures in DCS....what is the benefit of using the MIP maps? I've never used them and I guess don't understand what they do. Also, why use something other than DXT5? While where asking painters question and not to highjack this thread, I started another in the main forum about Bump/Normal map creation...Does anyone know how to do that for DCS? I've done it plenty in FSX/P3D but the process looks to be completely different based on the look of the textures when opened.
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