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john_X

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Everything posted by john_X

  1. is this cloud only in dcs? can it be implemented in fc too?
  2. so you have 300k with damage model or without? if it is with, what is the size without damage model?
  3. @ aaron well, i hope you realise that for us is very unpleasant to see screens of a mod we can't have. it's teasing. i wonder if you release it as a .lom file, would affect its commercial purpose? i believe not, it may be more like a publicity... @ ED i see screenshots with different kind of clouds in dcs(those from high altitude). is it possible implementing them in fc2?
  4. @gizmondo- the cokpit shape is very inaccurate. i believe that isn't the only part wrong. @combatace- isn't 300000 polys an extremely big number of polys for a model? last time i checked it was a limit(for an efficient model) at aboout 100000 p.
  5. if ED tried to take the ilumination level as in moto's screenshots it would be very realistic @aaron, why don't you release your f-18?
  6. awesome mod!!!
  7. thaaank you!!!! it works! i modeled the exhaust tip twice, i thought it was because of the model, i have two of them now. you can't imagine how much stressed me this thing.thank you again
  8. beczl, after you finish this mod maybe you can consider the mig-23 too.. you know i promised you a file..
  9. guys i have a big problem. every unwrapping i do in max from some point, ingame it loses its unwraping coordinates. i tried to unwrapp it first and then animate it, i tried it in the other way too, animate it first and then unwrapp it, everything with the same result as you can see in the next screens. is it because of the size of the max file which is 7.8 mb? in the pic no 6 is a render from max, the pic no 7 is an ingame screenshot well, i think it's better to put you here the latest modifications of the mod. i modified the huntchback, the nose and the exhaust tips of the f-16 and now it looks as in the reality. if you want to see the differences between the first version and the current one you can rename the .lom file as F-16 and it will replace the f-16C so you'll have the both shapes. the installation is the same: place the.lom file in "shapes" folder and the textures in "temptextures" F-16.rar
  10. every version, a, adf and mlu will have a demo without pylons
  11. ok. but i'm fast.. i already reworked the huntchback that is more prominent.
  12. well... it hurts to see this enthusiasm
  13. any hints?
  14. yep. here they are http://forums.eagle.ru/showthread.php?t=48490&page=19 http://forums.eagle.ru/showthread.php?t=48490&page=17 http://forums.eagle.ru/showthread.php?t=48490&page=16 but i recomend you to play it because you can see it better
  15. This is the F-16 mod i've been working on for a long time. It is not finished yet, and i choosed to release it to find out what changes i should make and what is the general opinion. The pack includes only one skin, and only one version, the ADF. The final pack will include three versions, F-16A, F-16AM, F-16 ADF. The shape isn't finalized and it can be modified anywhere if it is off. you will have to point where these problems are. Installation: This is not a modman pack. Before installation you must install the EFA mod, using modman, to make the F-16A flyable. The next step is extracting the .rar file in any folder. Paste the F-16A.lom file in Lockon/Bazar/World/Shapes. Paste the textures from the "textures all.rar" in Lockon/Bazar/Temptextures. that is all. in "texture templates.rar" you'll find the templates for the main textures so you can add details like rivets or anything else to improve the look. as you'll see i have some problems with the exhaust and the pylons. if anyone of you is interested in modelling them and send them to me for inserting in the mod it would save me and you some time in releasing this mod. this is the link where you can download it: http://www.lockonfiles.com/index.php/files/file/1970-f-16a-adf-beta/
  16. true, i forgot to delete the old ones...but it looks interesting yet. i have a big problem with the exhaust. i modeled it, animated it and unwrapped it , in this order on my old computer and it worked. after i transfered the data on my new comp it appears like in the screenshot, lost its unwrapp and some of the parts aren't even visible.. i hope it's not corrupted because i don't want to start it from scratch. what can i do?
  17. anyone recognizes the version?:pilotfly:
  18. too bad is the f-16A. i'm releasing the f-16A mod in 1-2 weeks and it won't be compatible with the mig-21 mod
  19. anyone know what's the real length of the f-16. i found 2 lenghts that are very used on the internet and these are 14.8 m and 15.03 m. my original 3d model was 14.8 m but it seems that wikipedia claims to be 15.03 so i scaled it all and i'm afraid it'll lose some animations.. if it is the smaller one i'll let it like that and not complicate it anymore
  20. perfectly agree!!!
  21. what is this extension made for? cockpits?
  22. the reality is that you must find a middle way. my f-16 is 25k polys without damage model but i think you won't find a better model because in the enitire time that took me to model this i tried to put those polys exactly where it was needed. the thing is you will put your polys on the round areas and more important ones like next ones: nose, cockpit canopy(which it has a reflection that stands out lack of polys), wheels and any other rounded parts. where you have a flat part is useless to insert them. this way you won't get off 50k at most, and this for a big airplane.tomcatz if you put a wire with that MD from a side view i'll show you some things...
  23. recently i observed 2 models. very good models. one of them had about 15k polys and the other was 120k both having modeled all the parts and a very accurate shape. the differences between them were the details that the second model had and the realistic and accurate texture that the low-poly model had. the first model, with a good texture and lowpoly but accurate was way-better than the other, looking closer to the reality. for making game models i believe that details (like screws) are not necessary because they aren't visible, you can include them by texture and have even a better result. for professional renderings they may be good but even there you must take a very close shot to see them. in reality details are there but you won't see them in a flying f-16. you know those details exist but you are only able to see them only at an airshow in the parking area where you can touch the plane. and by trying to model all those details, i've seen models who had parts oversized just to make them visible(unconciously). i'm sure it's vaery hard to scale a small piece to be proportional to the real model.
  24. the model itself from precise3dmodeling is very good and anybody can reach that level by making a very-very realistic texture. of course the 3d model is an important part of the job too, but i think that an accurate low-poly model that has a realistic texture can easily look like that. in my opinion texture is 70% important in making a model look realistic and only 30% is the 3d. one advantage they have and we can't reach is the rendering engine that is limited in fc2 because it doesn't allow bump maps and specular maps. of what i've seen DCS has this option but i'm not sure.
  25. yes we are very different as culture. in my country we are not paid for our work, as in other countries the average salary is paid in thousands of euro, in my country the salary is numbered in hundreds, 2-3 more exactly. that's why many persons coming from this part of the world think as i do, and that's why we put so much price on not working for free. so i'm not overreacting if you see me in the real situation i'm living in, although it may seem strange for guys like you. anyway i don't blame you for this so don't bear grudge on me
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