

john_X
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Everything posted by john_X
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if someone makes something like this i'll put it in my f-16 mod. or if someone knows how to do it, maybe he can share with us..
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very slow. i don't have the time to finish it at the moment. i'll put some screens to show you the level i'm standing at..
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well i have for now 8 skins at 2 textures each.each skin is named from variant1 to variant8. each texture is named for example for the variant1: variant1texture1 and variant1texture2. for the second skin it's variant2texture1 and variant2texture2 and so on... can you help me with the .skins file please? and tell me what it's to be done in 3ds max, so i can finish the mod? thank you. by the way i forgot to say. i modeled each version of viper so i have 4 versions including f-16 A(with the MLU) and f-16 C(2 versions block30-45 to block 52). can i include all of them in 1 mod? like in that mod with 2 different jets f-14 and f-18? after this mod is finished i''l need some help for my other finished mod soko j-22 orao which is waiting foe the same thing, .skins file.
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so,for every skin i make i have to create a different material in 3ds max? what's with the argument 70? when i animate the gear for example, when i set an argument i set it for rotation, scalation or position. which of them to set fot argument 70? and what to animate in argument 70?
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can anyone help me to make the corelation between the 3d model and the skins file? my mod is almost finished with 5 skins made and animations finished but i cant release it because nobody tells me how to make it change the skins in the game. so please, if anyone is interested to have a very good f-16 model in fc 2 as soon as possible please teach me how to finish this mod, by corelating the skins file with the argument 70 and the other things, step by step..thank you
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can you add Romania too, please?it would be nice to add its terrain too because i see it's modeled. i flew above the black sea and i saw Romania and Bulgaria's terrains. they are not detailed and even that the plane i was flying dissapeared from the map, the terrain was there and it was very long way modeled.
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seeing what details involves this 3d model it's hard to believe it will be imported in lockon or in any other sim. this kind of work is usually done for high quality renders and it has a high number of polys that an actual sim can't support. i hope i'm wrong because it looks awesome!
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very nice f-16. looks better than th one in fc1. is it updated or is it a mod?
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awesome!!!! i can't wait to buy fc2 to play your mod
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this is totally new.the only parts i keep from tomcatz is the afterburner and the interior of the cockpit with the pilot. after i release the mod the 3d model will be available if anyone wants to buy it to use it in other games.
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i finished the animations, now the texturing has left. i dont have flaming cliffs2 so i cant release the mod until i have it. till then i verify my work in flaming cliffs..
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no, its not this situation. you have here a screenshot with the object selected.its a part of the suspension of the nose gear. the thing is, this object is already linked to an animation in argument 0, the extension/retracting of the gear. now, when i want to make another animation for the argument 1, look how the panel on the right looks for this object. whats to be done next?
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i have some problems with the animations at the moment. i dont know how long it takes to finish them but the gear is the only animation left. after that its the skining i still have to work at. the model will not have a damage model at its first stage of release. the full mod(including the damage) will not be released in less than 1 year i have a big problem with the animations. i made two animations until this stage and i got the idea but now when i try to make others, doing the same things i did before, the new animations can be seen in all the other arguments even if a specified arg is selected. i dont know what to do anymore
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isn't a high poly model what you are showing us?i'm very curious to find out what's the final number of polys...
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thank you again OldCrow. the problem is that when i do this animation for the 1st argument i have a part of the gear that it's animated in the arg 0 too being linked by another object. so when i animate it in the argument 1 the movement can be seen partially in the argument 0 too. do you know what's wrong?
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ok thanks resolved the thing. very useful your help but now i want to do something new... i can't find the argument of the following situation: i want that the gear compresion, better said suspension, be viewable when the gear touches the runway. a very good example is at the original lockon f/a-18 hornet that has a very different gear position when it's extended in the air and a compresed position when it's landed. thank you very much again and if you help me with this last question i'm sure you'll apreciate the result
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ok, finished the animation for the canopy but at the last key of the animation the canopy must dissapear..how can i do that? to delete it doesn't work, neither to hide it
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i suppose i need track IR for using 6dof..
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whats 6dof? i dont have fc2 yet...
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thank you OldCrow, i figured it out
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anyone knows why isn't the ArgBased Position appear under the motion tab in this case and why when another object is selected it appears?
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hi, is this an f-16 mod? where is the photo taken from?
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can anyone help me to draw the arguments for the landing gear and the canopy?