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Everything posted by NRG-Vampire
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[RETIRED] ME Aircraft Payload Preview Overhaul
NRG-Vampire replied to uboats's topic in Utility/Program Mods for DCS World
Thanks a LOT BTW: please make/add this big window option-tab (scheme and payload preview) as well TY forums.eagle.ru/topic/215990-mission-editor-top-user-requested-features/?do=findComment&comment=4043677 -
Splendid ...and maybe an alu-USAF skin as well ? TY
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Nice job Jocko Hopefully you can release those skins soon
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F15E's from 494th FS 48FW Operation Inherent Resolve -2018
NRG-Vampire replied to Oban's topic in AI Aircraft
Thanks, nice job However you don't need to save (4097 KB) the new textures as BC3/DX10 format. DXT1-4bpp-no-alpha is OK for the F-15C/E (2731 KB), what is lower in size (both on "disk" and in gfx-memory) Moreover: coz there are no alpha channels you can save the texture files as JPG (500-700 KB per 2K textures)... and DCS will use those properly. -
F15E's from 494th FS 48FW Operation Inherent Resolve -2018
NRG-Vampire replied to Oban's topic in AI Aircraft
Well, I don’t want to look for reasons, however I would have a couple of "theories" for that, nonetheless you can/should upload those skins elsewhere also. Mediafire maybe ? TY -
F15E's from 494th FS 48FW Operation Inherent Resolve -2018
NRG-Vampire replied to Oban's topic in AI Aircraft
...and still not in the User Files -
F15E's from 494th FS 48FW Operation Inherent Resolve -2018
NRG-Vampire replied to Oban's topic in AI Aircraft
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F15E's from 494th FS 48FW Operation Inherent Resolve -2018
NRG-Vampire replied to Oban's topic in AI Aircraft
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F15E's from 494th FS 48FW Operation Inherent Resolve -2018
NRG-Vampire replied to Oban's topic in AI Aircraft
Nice job -
Here are the templates: (you don't need to clean them up) https://www.digitalcombatsimulator.com/en/downloads/texture_templates/f-15e_template/ https://www.digitalcombatsimulator.com/en/downloads/texture_templates/f-15c_template/ There are seperated (on/off) layers for weathering/shadows/occlusion (on the tails as well), IIRC.
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I know It will be unusal but i would like to ask 1 more... to be these skins more authentic. Frankly, Iv never liked (and did not understand the purpose of) those darkenings/shadows on the inside parts of the textures/template of the vertical stabs of the F-15C/E. I also does not like the dirts on the rudders. (IMHO All the fake shadows on the F-15C/E templates look unreal: moreover on the wing pylons. I guess it wanted to be kind of ambient oclussion but the effectuation has become exaggerated) Check these photos: so nice: no dirts on the tails. Same clean - both inside/outside surfaces of the stabs. So would you mind making another version (optionally) the 3 type of stabs totally clean (Blue stripes, Red and Red "Panther One") ? TY
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There are some problems with the new 1.1 version: 1. Death Note nose-art is missing. There are Buttercup. 2. Chief tail-stripes need to be clean-red/without text both inside, on the right ouside tail "Panter One" need to leans forward on the stripe and leans backward on the left vertical stab-stripe.
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There is 1 more new (barely-visible) airfield in Turkey (under the VOR/DME textures) : Gaziantep/Oguzeli :smilewink:
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:smilewink: FYI : this decade will end in 45 days :yes:
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Monster patch is coming. That's all what we know today, unfortunately. No unequivocal signs of presence of F-14A and/or the Forrestal in the next patch. ...but hopefully there will be.
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DCS does not use bumpmaps. Those are all normal-maps. Bumpmaps are greyish. Normalmaps are purple-ish or ocher-yellowish if it's inverted.
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Nice job ! Unfortunately DCS requires more and more resources so good optimization is key (omission of unnecessary/not visible texture details) I know few people will be whining (how DDS is the best/suitable for DCS) but some of my friends do a lot of "downgrade" of textures. non-alpha-DDS to JPG: High-res JPGs without noticeable visual changes but less disk+memory usage and faster loading time. Strange, but textures without mipmaps looks better usually as well. I am not sure if it's DCS or the GFX card releated but with mipmap usage the lower-resolution mipmap textures will be on/switches onto the polygons too early / too close to the camera - what is disappointing. for example 4K/8K non-alpha DDS to high-quality-same-resolution 4K or 8K conversion to JPG (F-16, F-14, JF-17 and huge map texture files) brings significant performance increase. :idea:
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making those longer variants (from/based on the basic shorter LAU-68/131 3D models: re-vertexing, re-UVW-maping, re-texturing) takes/needs only a few minutes for an experienced 3D modeler however: i would be curious what are the advantages of those extended length launchers ...maybe: increased stability and safety ? (for rockets in the tubes) increased muzzle/tube leaving velocity ? (increased launching pressure) increased accuracy ? (only for unguided or for guided rocket variants as well) ??? btw: would be nice to get the longer/larger LAU-61 G/A Digital Rocket Launcher as well, which allows using mixed rockets/warheads
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Couple years old bug on all maps (since 2.0 came out). :( 1st time when you load a map into ME trees disappear when zoom in. After you run a mission and go back to ME trees will be OK when zoom in.
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I support the proposal (add old models to new countries) so... ▲ Let me summarize this by a quick cut (toward to ED programmers) Easiest way would be a single (or forced-new) line to privilege the line countries = {} in the skin/livery description.lua (to come over the restriction of db_countries.lua) x4mpl: Bazar\Liveries\su-17m4\shap limanskoye ab|\description.lua livery = { } name = "shap limanskoye ab" name_ru = "АБ Лиманское (827-й ОРАП)" id = 2 countries = { "UKR", "IRQ", "YEM", "SYR" } or as a new lua command in description.lua skin-files: new_countries = { "IRQ", "YEM", "SYR" }
