Jump to content

Ali Fish

Members
  • Posts

    1344
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Ali Fish

  1. haha the crashes are cool too. , this was an old screeny i made come alive with the crowds model. and you get them by... creating a mission and placing the crowd model in the mission, through the mission editor. its nearly a year since these shots were taken, i think the object is listed in the static section of the ME.
  2. well its all about how much emotion is put into certain feedback. I am trully the worst for it myself.
  3. that means its not reading a texture for some reason, that is called the missing texture.... texture. so you have possibly renamed that file incorrectly, or put it in wrong location. regards naming conventions ive looked at the description info and its strangely pointing to xxxx.bmp files being the extention. thats kinda sloppy. and using bmp in the first place is well..... not good.
  4. Sobek. thanks. and regards, tuneing the textures is the only thing ive ever done, untill this problem was introduced at 1.2.2. the .fx fixes were absolutely necessary for me to continue my graphical study of the p51. over powered base shaders via .fx files is the problem. And thats why this post is here and not in the p51 problems section. its just that the only recent model tuned to accept modern powerfull shaders is the p51, and only on the 51 can we really identify that there is a problem. as ive said before tunning the overall shaders to enahnce the world and its existing artwork is the serious flaw here. thanks for the acknowledgement.
  5. well we could, as ive said ive been banging on about it for sometime only to be ignored, there are threads attributed to it (admittedly filled with confusion). never the less you are correct its not the place. im not sure where is though, because clearly only prominent threads seems to get any responses or dare i say it moderated with contextual effect such as this. who in any official capacity is reading the bugs and problems threads at around page 3 and onwards last posted at around january time lol ? anyway enough for me, please be kind and pass my issues onto someone who knows what im on about. they are problems and they are Ed`s problems. as a longterm customer with whats turning out to be a longterm problem i`d feel just peachy if you`d look at them please. not just for me ,for everyone and explicilty for 3rd party development in various forms which i thought was a keen focus now. and 3rd parties need that standardisation. ive been hearing stories about changes in world that effectivly mean complete overhauls of various systems. and sorry to say, but this all needs to be a basis that doesnt change to much before 3rd parties can really get involved.
  6. not sure what you mean but very interested. haha yes they are using other methods to enhance it as ive said already, they are the wrong methodsas far as i can tell. so if this has changed what does that channel do now then ? it applies reflect power as far as ive been concerned with it. i dont concern myself with the cube and or realtime reflections element changes-but thats is an issue presently and maybe points to something to do with edge possibly.
  7. were you not having that prob in a thread in the how to section if i remember ?
  8. Aye ! ive been bangin on about it for practically 6 months, and in my last post it reared its ugly head again. anyway nowt like being ignored about things you deem crucially important to your expereince.(lets alone third parties trying their hardest) permission to swear please ? it trully is a futile expereince that winds me up. working within it that is. you see the problem, it was near perfect by my opinion in 1.2.1 ,in their attempt to enhance worlds overall looks with some additions. they stepped over the mark in a few areas. 1. understading of these new shaders and their existing artwork. they have over powered them to the extent that fine grading in the textures is not possible. but thats fine it fits their existing artwork. 2, hdr in general, related to above and part of the problem. 3, overpowering the shaders to make their existing artwork more than what they were intended for. geez if you want it to be more vidid, do it to the artwork in what was already a very powerfull shader base. if you analyse the spec file for the p51 "bare metal" skin and relating to its reflection channel, and after i spouted my talents over it. you will see that it is still graded very dark and yet it still shines like a metal ball.(1.2.2+) this is my evidence of overall shader changing in order to make the existing artwork shine more. and recieve and react to light more. in some cases its nice. but it amounts to a rather procedural way to accomplish it. thats a major design flaw given its current practice. regards that p51 reflection channel in practice that dark file when brightened starts to loose its grading in the upper ranges of white etc. the shaders should be tuned so that achieving full white (or black) on any multi channel spec file should give the maximum intended effect possible. but no we have achieved full effect by 50% , proof that the shaders are imbalanced. abbility to produce visual eye candy reduced by 50% approx, thats the result. and a washed out mess visually. i can work within it because i understand where its flaws are but its just not right at the end of the day and it hasn`t been so for nearly a year. im very up for debating this if anyone else is ?
  9. yeah ! cant wait to paint that one.:thumbup: re shadows. given that intense sunlight the shadowing that is, is simply not enough, and my apologies its not your fault tbh.
  10. nice ! love the nose on those birds. must ask where is its shadows ?
  11. hey! Michael/Scott i hope your going to still update us here please.....
  12. curious:huh: what leads you to ask for this ?
  13. there are duplicated rars within rar,s also, and someones personal p51 skin jobs with incomplete simplified textures.
  14. part of Crowds_1_texture in temp textures, its for the airshow crowd model.
  15. nice E-3A there. also i know its controvertial but what the heck im just going to put this comment out there. the E-3A never used to look like that untill recently, untill the shaders were balanced to all this old old artwork that is. some has reacted well other stuff not, they shouldnt be tuning the overall shaders to the artwork. it should be vica versa. i only say this as iam interested in this sim looking its best. and if they`re going to continually go down this route ill be very dissapointed. already the brightness through hdr has reached stupid proportions that renders it near impossible to get any grading out of the actuall texturing. why is that ? because they tuned the already powerfull shaders even higher to accomodate for the lack of emphasis in the localised artwork. care or dont. but all i know is its seemingly getting worse with every version . is there a reason for it that im not aware off per chance ? in the ship photo above there is further proof of what i speak off, we have a fully white horizon. any of my images ive posted have had that awefull brightness removed via the HDR. that su 30 iamge above isnt even reacting to the light. all the artwork needs balanced to the shaders please please please. any other route is just poor lazy and un-forgivable alternative or just a bit un-professional given the possibilites.. hopefully my work has demonstrated how good iam at working in this realm. and id like to offer to help in any way..... also in that e3 pic, 2nd stage self shadowing should be a little different when interfering with overall shadowing. in that image its not, general shadowing is not simply not getting dark enough along side our super bright sunlit brightness. it was spot on 1.2.1 but never since. and thats a "wee" shame :) coz quite frankly speaking i could work all these objects into graphicaly amazing things. my last image for the weeks work ive done in game. a little bit of editing in photoshop in order to present this. sky colour, joined back section to front without shader anomolies. centralised the plane as i dont have tripple monitors , skin decals are work in progress.
  16. how are you painting. with template or over existing skin ? im eager to put my hand to this chopper, it can be more vivid imo. duno if this works for tripple screen owners, but i intended it as a desktop picture. [ATTACH]81239[/ATTACH] also check these 2 shots from the russian screenshot thread. http://forums.eagle.ru/showpost.php?p=1750354&postcount=862 enhanced obviously but they are nice.
  17. 3840x2160 screenshots thought id see if it was possible to capture these whilst on a single 1920x1080 monitor, and with bandicam it is \o/ , nearly zero edge artifacts. [ATTACH]81221[/ATTACH] [ATTACH]81222[/ATTACH] [ATTACH]81223[/ATTACH] going to try somthing insane next.
  18. ta, just managed to test a dusk time and its lovely too! not all my work works well at all times of day. but im getting around the shader changes i think. and i have an hdr.lua change which involves dulling down the insane brightness level maximum that is set by default. got a video to go with this,my first 1080p vid too! just flying about checking the artwork out with the light etc. its hypnotic at times lol. i think thats why ive just spent the last 11 hrs getting it right lol. enjoying these smoke cans too. will link the vid when next visiting. and the daytime variant for good comparison. and here is the little vid showing my artwork in motion. no tricks. no photoshoping. just what i do, and what i like to fly ingame.
  19. good point, there is alot thats changed in file formatting for alot of mods. they kinda all need looked at for latest versions. Earlier in this thread you refer to graphics.cfg which leads me to question one thing thats different is that my graphics.cfg is now a graphics.lua is that correct mustang ? or should i have a .cfg file still ? im sure that i did see reference in the.lua version to there being possibility of .cfg still being used if present etc. but really unsure... how best to proceed etc ?
  20. cheers, i had good it in 1.2.1 but since then its been a struggle to get anything like what i was working with. the core shaders are being tuned for the vanilla artwork and as that is very low powered (default artwork is not using shaders enough) regards the shaders when you touch my speculars it blows it out of balance immediatly because the shaders are too overpowered for the artwork being so low in form. 1.2.4 has some severe brightness output, so bright it knocks out everything out. now using and hdr.lua tweak to stop it getting so damn bright, and even at these settings its still too over bearing. a dusk version.
×
×
  • Create New...