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john_X

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Everything posted by john_X

  1. it looks extraordinary!!!
  2. and didn't it improve even F-16's stealth characteristics? why didn't they use it on the f-16 on the advanced versions?
  3. yesterday i had a big surprise. a guy who flew the F-16 gave me some blueprints with the viper and i realised i have to work a little more at the shape of my viper. this means it'll have some weeks more to be ready. However, as i try to finalise my F-16C mod in the same time, i can't find some realistic blueprints for the intake which is different for each model. I found on the internet a comparison of 2 intakes named "big mouth" and "small mouth" each of them used for a specific engine, more exactly: P&W-powered F-16s are "small mouths" and GE-powered F-16s are "big mouths". Very clear for now but as i compared many photos i found out that there may be 3 different intakes. Am i right? For example, as Netherlands Vipers have the small mouth, Greece's blocks 52+ seem to have an intake which is between a small mouth and a big mouth. I compared the new version's intakes with the old ones and it seems that don't match the shape of either of them. so my question is, do the F-16 block 52+ and block 60 have a third version of intake which is a medium size?
  4. yes but it still needs the autosmooth when finished. the "smooth" modifier is not a shape deforming modifier, so it is very useful.
  5. in 3d max you can smooth your model in 2 ways. i see in the pics you model manually(this means with many polys that you arrange them yourself). in this case you can add the "smooth" modifier and after that check the "autosmooth" box, placed in the "smooth" menu. Another way to make a smoother model is to add the modifier named "meshsmooth" and play with the itterations. it will add many polys by increasing the itteration number. i suggest you to set them at max value of 2. But you have to know that meshsmooth modelling is a little more complicated and you must see some tutorials for better understanding.
  6. looking very good but i think it needs more reflection
  7. how did you get that afterburner flame for the f-16?
  8. @extender72 , i don't know, it should work because i didn't do any modifications to the default Lantirn. So, fuel tanks, Lantirn and any appearing pod are the default ones and if they don't work is probably because of previous mods installed and now uninstalled that made the texture disappearing.
  9. i think that's stealing.
  10. it is not possible. only if you contact the author, if he wants, he can give the .max file or he can convert it himself from .max to .lom, step by step, as we do with all the mods, traditionally, so no special tool, there is no compatibility
  11. ok, in one week you'll have the templates reworked for easy skinning. i'm thinking to work the refueling door too. if you guys have more suggests i'm making a list so tell me what does it need
  12. i can make some changes for skining easier. blaze can you send me a texture of yours to take it as an example?
  13. now common, i understand it's not milk and honey but i think it's at least easier than painting the default model.
  14. true, i believe that's the only part that doesn't align
  15. why? you have a view from above and one from below.i'll make an explanation later, on the templates. i hope you downloaded the templates, they are the same as for the beta version.
  16. @VH-SkyHawk - yes they have because i didn't have the time to set them all, the only MLU with no pylons is the Netherlands Air force one, more exaclty the one not called demo. so you have 3 f-16 with no pylons: 2Xf-16 from USAF(1 standard and 1 ADF) and the MLU from the RNAF guys i forgot to say, if you work at some skins for the mod please put them on the downloads section because i want to make a skin pack in the close future. as you see i didn't work a certain skin i just played with the colors to see which one is the closest from the reality. now it's up to you guys to make the choice. and one more thing, the color of the canopy glass can be changed individually as in real life seems unique for every f-16. you can even set different colors for the front part and the back part of the glass. @Michelange-when i get home i'll try it.thanks very much with the CLSID too, now that i declared it works just fine. i'm still a noob at this part and i didn't know i had to declare it somewhere
  17. i think i missed those textures. so, are there any parts of the plane that aren't visible? because from what i remember some of the textures weren't useful... @michelange, ed had 2-3 clsid for the f-16A and i added many skins so i needed more clsids. what can i do with this?
  18. yes if someone could fix the cdds it would be great. i think it doesn't work because of me, i didn't understand exactly how it works
  19. ok guys further developing is going to be made. rattler, can you put the mod in user made models on lockonfiles please? i accidentaly put it in user made skins and guys i forgot to say, the model is now around 150k polys
  20. i think it worked this is the link: http://www.lockonfiles.com/index.php/files/file/2068-f-16-amluadf-final/ if the textures don't appear ingame, extract them from the F-16A.cdds and place them in TempTextures. From i don't know what reason the .cdds didn't work for me.
  21. it says "service temporary unavailable"
  22. i can't believe that lockonfiles is not able to upload my 29mb mod..:(
  23. tomorrow is the day. keep your eyes on lockonfiles
  24. well, i'm looking at this f-16 and i don't understand how did they make the panel lines so thin? maybe they used a 4096X4096 texture? did anyone try to use a big texture like this in the game to see if it is crashing or not?
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