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NRG-Vampire

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About NRG-Vampire

  • Birthday 01/01/1901

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    Hungary

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  1. DCS (and this map too) needs map-object-glass-material for rendering .REF 3D models/packages. Something similar to what .EDM models use. I see that this glass-material is completely missing from the screenshots (and from the current map-object-3D-models on/of other maps), such as the windshields of the vehicles, the windows of the hangars and control towers etc.
  2. Some test/comparison screenshots with fully removed AO, shadows, dirt (2020-december: old shaders - no AO and reflection on/off options: DCS uses specular map textures for F-15C Comparison: In the foreground the official default skin (darker inner side of tails), in the background some variant fully-without occlusion, shadows, dirt (2020-december) 2023-June: new DCS shaders, built-in AO and reflections by options, F-15C uses roughmet maps instead of specular maps (textures without AO, dirt, shadows - look too light, need to be darker or changes on roughmet textures. Decals /decol/ (LN) and numbers (additional layers above base-diffuse textures) need some work too: On sunny-side too light, on the shadowed side too dark: probably decal and number textures need added roughmet files - changes mainly on red channel. (ED still did not make new roughmet textures for decals and numbers)
  3. Gotcha, but there can be variations: https://airfighters.com/photosearch.php?key=76-0015 If you look closely both pic shows double red rails: https://www.airhistory.net/registration/76-0015 This 1 also: ( note: red dot/circle ? old army air corps roundel ?, mini-red-star in the middle of the insignia ? - & looks dirty bottom) https://www.jetphotos.com/registration/76-0015 I think this photo could have been taken later: (single canopy rail and "red dot" insignia again ? )
  4. I like this skin. However, please remove the excessive ambient occlusion, weathering and dirt on the inner side of the vertical stabs and on the wing/center pylons with the fake shadows on the external tanks. I repeating myself but I don't like the fake ambient-occlusion-shadows on the 10 years old texture template. (that time the shaders/shadows of the sim wasn't advanced, so I guess the model/texture developer added those exorbitant ambient-occlusion-shadows to fill this gap/deficiency.) Some dirt is ok on the bottom but the overall amount of dirt of the template on the tails, pylons, fuel tanks is looks bad/unrealistic IMHO. Seems the metal (shinny) engine-cover-parts at the bottom/top, front of the nozzles should be more reflective and less brownish especially if it represents a new/freshly painted aircraft. (needs changes on roughmet texture: mainly blue channel) One more things to consider: canopy: double-red rails at the opening (dark-red rail on the rear edge of the fix-part-windshield and on the front edge under/behind of the rain-blower-vent ) Thanks a lot delivery ceremony? : all got "double" red canopy rails USAF insignia a bit too high on the nose: pull a few pixel lower (height of the stripe approx): lower edge of lower white stripes/bars should sit on hinges of the side doors metal parts reflectivity is ok but too dirty/brownish here: it's a C variant but this looks right underneath: clean pylons and tails: canopy dark-red double rails:
  5. NRG-Vampire

    L-39 Skins

    I think that aircraft https://www.airhistory.net/marks-all/N339DM got a fresh (a bit over-saturated greenish) paint. However most of the paintcolors used as below (the aircraft needs 2-2 insignias on both (upper and lower) side of the wings) https://www.czech-jet.com/de/ein-jetflug-mit-der-l-39#
  6. Sorry EFT: External Fuel Tank Full list: livery = { {"pilot_F15_00_helmet", DIFFUSE , "pilot_f15_helmet", false}; {"pilot_F15_00_body", DIFFUSE , "pilot_f15_00_a", false}; {"pilot_F15_patch", DIFFUSE , "pilot_f15_patch_65a_sqdn", false}; {"f15stab", DIFFUSE , "f15_stab_v", false}; {"f15stab", NORMAL_MAP , "f15_stab_v_nrm", false}; {"f15stab", DECAL , "f15_decol", false}; {"f15stab", DAMAGE , "f15_damage_main", false}; {"f15numbers", DIFFUSE , "f15_numbers", false}; {"f15bottom", DIFFUSE , "f15_bottom", false}; {"f15bottom", NORMAL_MAP , "f15_bottom_nrm", false}; {"f15bottom", DECAL , "f15_decol", false}; {"f15bottom", DAMAGE , "f15_damage_main", false}; {"f15_selfillum", DIFFUSE , "f15_glass", false}; {"f15_selfillum", SELF_ILLUMINATION , "f15_glass", false}; {"f15_afterburn", DIFFUSE , "f15_afterburn", false}; {"f15_afterburn", SELF_ILLUMINATION , "f15_afterburn", false}; {"f15_lights_190", DIFFUSE , "f-15_bano", false}; {"f15wingl", DIFFUSE , "f15_wing_l", false}; {"f15wingl", NORMAL_MAP , "f15_wing_l_nrm", false}; {"f15wingl", DECAL , "f15_decol", false}; {"f15wingl", DAMAGE , "f15_damage_main", false}; {"f15_glass_main", DIFFUSE , "f15_glass_refl", false}; {"f15_glass_main", DAMAGE , "f15_damage_main", false}; {"f15_glass_main", GLASS_OPACITY, "f15_glass_dif", false}; {"f15nose", DIFFUSE , "f15_nose", false}; {"f15nose", NORMAL_MAP , "f15_nose_nrm", false}; {"f15nose", DECAL , "f15_decol", false}; {"f15nose", DAMAGE , "f15_damage_main", false}; {"f15wingr", DIFFUSE , "f15_wing_r", false}; {"f15wingr", NORMAL_MAP , "f15_wing_r_nrm", false}; {"f15wingr", DAMAGE , "f15_damage_main", false}; {"f15_headlight_209", DIFFUSE , "f-15_light", false}; {"f15_lights_191", DIFFUSE , "f-15_bano", false}; {"f15_lights_199", DIFFUSE , "f-15_bano", false}; {"f15_cockpit", DIFFUSE , "f15_cockpit", false}; {"f15_lights_192", DIFFUSE , "f-15_bano", false}; {"f15_aces2", DIFFUSE , "a-10_eject_seat 1024", false}; -- Ejection Seat {"pilot_F15_00_helmet", DIFFUSE , "pilot_f15_helmet", false}; {"f15_headlight_208", DIFFUSE , "f-15_light", false}; {"f15PTB", DIFFUSE , "f15_ptb", false}; -- External Fuel Tank(s) {"f15centr", DIFFUSE , "f15_centr", false}; {"f15centr", NORMAL_MAP , "f15_centr_nrm", false}; {"f15centr", DAMAGE , "f15_damage_main", false}; }
  7. Thanks few problems: EFT texture with unique name needs a "false" in the description.lua with closer look: top part of red stripes on tails show former yellow-black checker texture (WA) 1 pixel height-line surplus missing dark red canopy frame(s) and black ejection seat
  8. 3 more suggestions: 1. If you are making really old (1976 and before) skins then make all the wheels fully black. I mean not only the rims but the tires as well. Tires are treated/painted on the old A/B variants unlike the later models what got natural look. 2. ... dark red canopy frame(s) and black ejection seat - AFAICR only testbed Eagles got gray seats. 3. ...and what most of the Eagle skinners usually forget (Mach3ds made it very nicely/authentically) under&behind the movable/rotatable wedge/pyramid shaped intake doors there is an unpainted (maybe primer only) triangle shaped surface on the fix part (visible when intake door lowered). Moreover on old F-15As this part is larger (on moving doors too) than on later C/D variants. Tthere is this unpainted surface on the E models too but it covered mostly by the front edge of the CFTs. ps. I'm a little confused because it looks like these larger "triangle" parts are painted white in the bottom picture: BT-76-0036 Thanks
  9. Maybe i'm a bit late to respond but just be sure removing the shadows/dirt on the wing+belly pylons and the inner side of the vertical stabs what is the most unrealistic part of the template: it tries to imitate kinda fake ambient occlusion effect but in a very ugly way. Unfortunately no REAL AMBIENT_OCCLUSION = 9; EDM map added to the F-15 model, however would be very useful with an arg-based-visibility "texture-switch" (Mi-8 model use it) around wing/belly pylons especially when external fuel tanks hang on these. ( Iv never seen a single Eagle with dirty tails. There are weathered and worn-out tails but not dirty/shadowed ) IRL the inner surfaces of the vert-stabs are a bit cleaner than the outside coz of the smoother airflow between the tails. Turbulent airflow develops mainly on the outer side at/during high AOA: can cause the flutter effect and harmful/damaging vibrations ) https://airfighters.com/photosearch.php?key=F-15A&lim=5&dis=tiles
  10. Yeah, meetoo Im glad you are a bit more active around here Eric. Maybe Dave can help a little. AFAICR USAFMTL-Dave (and old friend all of us: R.I.P.-LockOnFiles-Tom Weiss) made Eagle skins in huge quantities 10+ years ago included BT, SP, CR, etc.
  11. BTW: there are some "only-1-way" runways (as design intent): regardless of wind direction AI will takeoff to and come from to land using same heading
  12. AFAIK if windspeed above 10 m/s then the AI will check&change (a better headwind for) takeoff direction.
  13. I know this would be job of ED to provide/improve support for map designers/developers but It's been 10+ years already we seen (dynamic?) wetmaps (puddles), dirtmaps, and snowmaps for terrains: Avia-TS, SmartGraf, AltWolf, Aeromash etc. showed/used these features for a very long time. So, Very nice to see interiors of map-objects-control towers and vehicles -and drivers too- but I am asking again: will we get slightly reflective glass materials/shaders for those parts of buildings/cars/buses/hangars ? TY
  14. I am actually worrying about when we would get an authentic/normal looking map-object-glass-material for rendering (.REF models/packages) what is transparent but slightly shiny.(something similar to what .EDM models use) I see that this glass-material is completely missing from the screenshots (and from the current map-object-3D-models on/of other maps), such as the windshields of the vehicles, the windows of the hangars and control towers, for example.
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