-
Posts
4014 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Everything posted by NRG-Vampire
-
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
" it is easy for me to chose: overwrite the AIM-7M files with my AIM-7F preference. " Yeah you can do this, but you will see that white 7F texture on the 7M model too AIM-7F: The main problem is the AIM-7F.edm got material name as "AIM-7M" therefore it fights always with the AIM-7.edm (that's the 7M using the same name "AIM-7M") and does not matter how/when 7F tries to call a different 7F texture from description.lua(s) the material name is what primarily determined - it will use 7M texture. The problem is only 1 byte in the edm file: (7F - 7M). I can fix this problem (already did) but causes IC fail. F-15C uses 7E model of HB. Shouldn't this be white too? Much whiter ? AIM-7P and HB_AIM-7E2: are those realistic to put on an Eagle ? maybe 7E2 on early 15A, 7P for late/current 15C or 15E ? Possible IRL ? BTW: discovered another problem with skins: (log file) f15_helmet_RoughMet' not found. Asked from '' Need to correct in all the description.lua to "pilot_f15_helmet_RoughMet" or rename all the files in skin folders: pilot_f15_helmet_RoughMet.dds to f15_helmet_RoughMet.dds -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
How do you/he mean "busted" missiles ? Not authentic/realistic looking ? -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
The main problem not the BC7 usage (what is double size because of the useless totally white alpha channel) instead of BC1 (quality degradation is minimal IMHO) but you are using totally same files (checked writing date/time - even seconds) for that 27 skins. I think usage of BC7 (lossless) or BC3/BC5 (with alpha) to consider using only when Alpha channel used too (for decol, glass, damage, dirt, puddles, season-skins, light, self-illum and normal maps/textures are used, diffuse not using alpha at all here with the F-15C model) So, 41 files for each skins multiplied by 28. (there are doubled AF-84-0015 files inside the AF-84-0016 folder) As I see the files are differ only: description*27, stab*27, nose*27, bottom*23, wing-L*2, center*2, Numbers texture not used when decol is empty. All the missiles textures, all the cockpit, seat, pilot, helmet, patch, glass, wing-R, PTB (all: diffuse+roughmet) are the same in each skin-folder. "I wanted to do some 'Shared Folder' stuff that you talked about but.." - I respect your decision, but if you don't mind I will delete the totally same files (except only 1 or as many differ) and put these "only1" files into a shared folder. Sure I need to edit the description(s).lua to point to that "shared" folder. I guess it will about 1GB the pack. After that I will convert all to BC1 what will half size. I writing these problems/advices just because you are going to make other skin-pack(s) as I see and I believe that these changes will make your life easier next time like reducing storage space and loading time/memory usage for the increased satisfaction(s) of others. ps.: Voted to 525th TFS F-15A skins but I don't mind if you make some SP or CR liveries as well -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
Thank You doing these skins, however I'm sad a bit knowing only a few people will download (4GB) the whole pack (and use) what is 6GB in the un-zipped file-folders. Lots of complaining about here this forum their storage capacity is limited and using "almost/all-the-same" (and not well assembled pack) skins is wasting storage space for some numbering variations on the tail/nose. (See the HB-F-14/F-4 users: no dynamic numbering) Not mentioning the usage of BC7-DDS, which has been questioned by many. I know it results a nicer image but again results in larger files. (alpha channel is unnecessary/useless here for diffuse/roughmet textures) I know you've worked a lot on these, but should be compressed/shared/merged/binded properly IMHO. I estimate it (all the 27) should be around 400MB only. Thanks again taking your time for making these skins -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
Surprisingly 76-0074 LA got side numbers on the wing pylons as well. (front edge, under launcher rails) -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
Copy that, but what happened with the side numbers on the rear end of the wing pylons ? (Your first release 76-0015 included/showed that) -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
Look nice Much more metallic now -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
Interesting. That nozzle a bit too dark and brownish. The bluish wear of the lower/inner petals are "slightly" excessive IMHO. (need to be more metal looking and reflective - unfortunately you have to "touch" the roughmet map also to bring the correct effect) -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
Gotcha but let me help you to fix it. Show me the description.lua what you use when had that digital camo. Missing/wrong path of DECAL layer(s) also can cause the digital (missing texture) camo above the correct DIFFUSE texture layer. Missing specular/roughmet/normal map textures also can brings different shinny/bumpy checker/digital missing-textures. (check these in Bazar/TempTextures folder) Moreover you can point to a folder (using all textures init) in any entry.lua using mount_vfs_texture_path ("B:/Textures - Bitburg - Shared"): but must use unique filenames than you can use the "true" command in description.lua otherwise use a full-path or ../ jump up 1 level in folders with "false" -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
Use "Shared" folder if you are going to use same files for wings,bottom etc. In description(s).lua use "../Shared/wings-bottom-textures" with 'false' ...and please make the tires darker (rims are ok), ED's official tyre on the texture is too light. Your 76-0015 looks realistic. -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
Thanks for the skins streakeagle: "53rd TFS AF 76 015 and 79 074 by @SOLIDKREATE (by the way, you marked 76 074 completed instead of 79 074 on your list) " Unfortunately not much photo of 76-0074. Last time that was a Luke bird. -
What can't we release Cold War Germany Phase 2 without?
NRG-Vampire replied to MAESTR0's topic in Wish List
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. -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
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) -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
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 ? ) -
[SKINPACK] 53rd TFS, F-15C, BITBURG AFB, 1984 - RELEASED
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
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: -
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#
-
Looks good
-
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}; }
-
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
-
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
-
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
-
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.
-
AI ignore wind direction on takeoffs
NRG-Vampire replied to Mangrove Jack's topic in Bugs & Problems
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 -
AI ignore wind direction on takeoffs
NRG-Vampire replied to Mangrove Jack's topic in Bugs & Problems
AFAIK if windspeed above 10 m/s then the AI will check&change (a better headwind for) takeoff direction. -
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
- 484 replies
-
- 4
-