-
Posts
4014 -
Joined
-
Last visited
-
Days Won
3
Content Type
Profiles
Forums
Events
Everything posted by NRG-Vampire
-
▲ :thumbsup::rotflmao:
-
sure :thumbup: nice (appe)-teaser pic :D
-
yes of course :hehe: it has "indirect" connection :D
-
latest info is 7 months old: Other aircraft are in development such as the F-16, F/A-18, and AH-64 (by Wags - thebattlesim)
-
gotcha. i see your points but i would prefer to use skins where the paint of the nosecone match to paint on the other parts of the nose section, especially because these skins are fictional skins if you release your 1.5 version please make "same paint on nosecone" option for tex07 textures if possible...and for su-33 as well thank you
-
instant karma :D if they were dumb enough to fly in the contrail maker "zone" :doh:
-
your welcome ;) i'm really looking forward to your nice skins :thumbup:
-
another great lookin' skin :thumbup: nice job
-
it must be the description.lua file make an IQAF folder in \Bazar\Liveries\su-24m and put into/save it as \Bazar\Liveries\su-24m\IQAF\description.lua put your new skin files there too (same folder) \Bazar\Liveries\su-24m\IQAF\ dont forget to use notepad++ only
-
this is what you will need - basically - no specular, normal, damage, light and afterburner maps/textures in this description livery = { {"Su_24_KONSOL_L", 0, "su-24_konsol_l_", false}; -- left wing {"Su_24_KONSOL_R", 0, "su-24_konsol_r_", false}; -- right wing {"Su_24_chrome", 0, "su_24_chrom", false}; -- metallic & glass parts {"Su_24_f1", 0, "su_24_f1_", false}; -- nose section {"Su_24_f1_n", 0, "su_24_f1_", false}; -- nose section {"Su_24_f1_n", 3, "su-24_numbers", true}; {"Su_24_f1_n_n", 0, "su_24_f1_", false}; -- nose section {"Su_24_f1_n_n", 3, "su-24_numbers", true}; {"Su_24_f2_f3", 0, "su_24_f2_f3_", false}; -- fuselage {"Su_24_glass", 0, "su_24_glass", false}; -- glass parts {"Su_24_kil", 0, "su-24_kil", false}; -- tail & elevators {"Su_24_kil_n", 0, "su-24_kil", false}; -- tail & elevators {"Su_24_kil_n", 3, "su-24_numbers", true}; {"Su_24_kil_n_n", 0, "su-24_kil", false}; -- tail & elevators {"Su_24_kil_n_n", 3, "su-24_numbers", true}; {"Su_24_vn_konus", 0, "su_24_vn_konus_", false}; -- cockpit & gear parts etc. } cheers ;)
-
Winners - Never Leave Your Wingman Scrnshot Contest
NRG-Vampire replied to IronMike's topic in Community News
congrats to the winners. nice screeniez guys :music_whistling: nice selections of the 104th squadron :thumbup: be happy with your upcoming Viggen module PicksKing :joystick: special congrats to you man :D -
that will be nice :thumbup: btw: how's going with your iraqi su-24 skin ? did you manage to solve that side number texture visibility problem already ?
-
pretty sure ED is focusing on the next week update too, not only LNS with/after the implementation of the new air-to-ground radar - what will debut on the Viggen - hopefully they will make another bestseller: the FC3#2 (Su-24, Su-30, F-15E, F-16, F-4, Tornado etc.+ perhaps MiG-23/25/31, and the F/A-18A !!! - like equally as FC3-A-10A next to the A-10C module) i believe many people does not want to wait years for ASM+PFM modules maybe in the next update (1.5.6 or 1.6.0 ??? - probably it defends on how "deep" is the A2G radar code) we will get new weapon models, maybe the new MiG-29C or maybe the new Kuznetsov 3D model as well just my 2 cents ;) hold on guys
-
yeah, me too. :thumbsup: :worthy: Jack is one of the most talented, experienced and painstakingly precise skin-maker texture artist. I was lucky to see how he's working and researching for more details. Mindblowing :thumbup:
-
this is an old story but it's in the article: "The aircraft arrived here in a completely de-militarized condition -- all weapons systems and military-related hardware had been previously removed, in full compliance with U.S. and Ukranian laws."
-
yep, do not expect 2.5 earlier than summertime pretty sure 2.5 will be published after/when they released the normandia map with the merging possibility to the other maps as well (next to nevada map) new caucasus map maybe near Q3, hormuz and f-18 will come at Q4 roughly - imho ;)
-
there are another few technics: sliding numbers left or right on the texture, for example. of course you will need different texture for the BN31 and BN32 materials what are the 10s and the 1s on both side if you push closer together the 2 digits (10s and 1s) you will get enough space front of or behind of the numbers for the 3rd digit or you will ask a hardcore modder to shrink/enlarge/reposition the bort-number poligons, or to make all the four numbers using different textures/materials or add 3rd or 4th digit on both side, everything is possible anyway, if you done maybe you should release your skin with and without the static numbers by the way: i don't understand why the MiG-29 model maker made two models (as G and A version) if only the side numbers differ on the models. a simple arg-visibility on the poligons of numbers able to reduce to one model. one value for bort-number visibility for the A and another value-visibility for the G model
-
would be great to see those arabic numbers as variable side numbers on your earlier made mig-21 iraqi skin as well :thumbup:
-
hey, i am pretty sure what is your problem :doh: don't use notepad, that screws up your lua file :D use notepad++ :yes: and use this if you dont need variable side and tail numbers ('empty' is an "invisible" alpha texture and '3' means "decal") and dont use "countries=" in the description.lua, in that case it will allow to use your skin for all MiG-29 countries (what defined in the Scripts\Database\db_countries.lua) livery = { {"mig29_tex1", 0 ,"mig-29_tex01_ukr",false}; {"mig29_tex2", 0 ,"mig-29_tex02_ukr",false}; {"mig29_tex3", 0 ,"mig-29_tex03_ukr",false}; {"mig29_tex4", 0 ,"mig-29_tex04_ukr",false}; {"mig29_tex5", 0 ,"mig-29_tex05_ukr",false}; {"mig29_tex5_BN31", 0 ,"mig-29_tex05_ukr",false}; {"mig29_tex5_BN31", 3 ,"empty",true}; {"mig29_tex5_BN32", 0 ,"mig-29_tex05_ukr",false}; {"mig29_tex5_BN32", 3 ,"empty",true}; {"mig29_tex6", 0 ,"mig-29_tex06_ukr",false}; {"mig29_tex7", 0 ,"mig-29_tex07_ukr",false}; {"mig29_tex8", 0 ,"mig-29_tex08_ukr",false}; {"mig29_metal", 0 ,"mig-29_metal",true}; {"mig29_nose", 0 ,"mig-29_nose_ukr",false}; {"mig29_nose_BN31", 0 ,"mig-29_nose_ukr",false}; {"mig29_nose_BN31", 3 ,"empty",true}; {"mig29_nose_BN32", 0 ,"mig-29_nose_ukr",false}; {"mig29_nose_BN32", 3 ,"empty",true}; }
-
hey Timka, let us check the problem. please show us your description.lua file and the names of the texture files what you use. btw: you should use variable arabic numbers there, instead of a graphical-static-number (what you draw onto the texture) - if you wanna use 3 digit arabic numbers then draw the first digit as static but make 2nd and 3rd digit as variable by arg31 and arg32
-
The Never Leave Your Wingman Screenshot Contest!
NRG-Vampire replied to IronMike's topic in Screenshots and Videos
of course - but with mods - what is allowed afaik ;) -
The Never Leave Your Wingman Screenshot Contest!
NRG-Vampire replied to IronMike's topic in Screenshots and Videos
Participant: Vampire Nominated Wingman: 59th_Reaper Screenshot: Iraqi patrol Thanks to Timka for the nice skin -
F-16 Viper Skin Pack
NRG-Vampire replied to uscstaylor's topic in Utility/Program Mods for DCS World
of course it does not work in 1.5.5 since warthog beta we were able to use the edm model ver.7 (and ver.8 ) but currently in 1.5.5 and above we can use only ver.8 and ver.10 (for example newest mi-8 and f-5e-3 models has been made/exported in ver.10 what is a unnecessarily compressed format) this f-16 model was exported to lom extension first and later converted to edm ver.7. that's why it does not work in 1.5.5, however the edm-to-edm ver. conversion is possible back and forth for some talented and persistent people, maybe they will help you guys out in this case sometime (same with Beczl's vehicle models usage in 1.5.5+) -
I know it wasn't a difficult thing but in exchange for this small info please make some (wonderful) japanese F-15 skins more :thumbsup: Of course only if you get some leisure time :)