

john_X
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ED SIMS SCREENSHOT AND VIDEO THREAD!!!! (NO USER MODS OR COMMENT)
john_X replied to rekoal's topic in Screenshots and Videos
beautiful mig, any chance so have it, dcs or fc3? -
Hey, that's my opinion, it may by harsh but fair. This way the modders would get the motivation to create great new mods. It would revive the modders comunity. On the other hand it wouldn't be mandatory to have charged mods. Who wants to share it for free would be able to do it..
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Once again, i think ED is the one to make the step and clarify things. Personally, i'd create a separate new section like the one for third party modules, specially designed to payware mods.
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@LegoHeli - you are partially right, this case you presented here would be the best way things to happen, but it didn't happen to many modders here.. i don't know why but in this community of combat flight simulation people want things for free. I heard plenty of people complaining about the prices, even though they were low. It's like the community is composed by no salary 12 y.o. to 16 years old kids. I doubt an adult would complain about a 10$ mod, i really doubt. What is a 10$ sum today? And i'm specially talking when it's about mods that involve 3D modeling. I heard people saying they won't pay 5$ for a 3D model but would spend 10$ for a skin. I said my dear, a skin i can make in 20 minutes but a 3D model in 300 hours. People don't know the real value of the work and i suggest them to watch a tutorial to see how hard is to do this.
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The F-16 mod i made and share it for free it was meant to be for free in a time that nobody asked for money for their mods. Now that the times have changed and i see these third party teams that are creating modules to be charged i'm wondering why don't they do it for free, specially when we have to be fair, at least the 3D part it's not the top of the class. I am a 2D and 3D artist and i can say "i have the eye" to separate the good models from the bad ones and some modules really "don't have it". So why they can charge a bad module and a modder not? Specially in the case when we talk about really good mods and to give you an example i'm talking about Tigrou's Gripen which i'd pay for it, if it would be converted to FC3. The thing is that every modder should be allowed to chose for himself which would be the price or if it's to be shared for free. If it would be overrated and too expensive i'm sure it wouldn't sell so he would be forced to lower the price.
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First of all, this "module" concept "killed" any modding for this sim. In the past these modders you call greedy put their shoulder in developing this sim, today these vultures they call themselves "third party teams" are removing completely the modders section. Many of these 3rd party teams weren't initially even focused on Lock-On, teams like Iris, Belsimtek, Razbam, RRG Studios and others you could only find them developing for FSX. Now because of these new modules they found the opportunity to "get rich". What happened with the modders next? They gave up their mods(my case) or probably started to ask for money for their work. What is that bad in the second case? I tell you it's very good because first of all we talk about enormous hours of work and the second, this way you have a cheaper alternative for the crappy modules you won't buy. Why do you talk about donations? My F-16 mod has 3000 downloads and nobody donated 1 cent for me, i'm sure you are very interested in how many hours i spent in creating this mod, well it's about 400 hours of free work. I doubt that VirevolteTigrou earned 1 cent for his excellent Gripen, 3GO team for their Su-27, Walmis for his F-15 or Beczl for his FC2 Mig-21. I'm sure you don't even remember who these guys are. Now, the situation is very unclear, if modders are allowed to sell or not. I believe ED should clarify this situation immediately and the answer should be "yes, the modders are allowed to sell their work". Nobody has nothing to lose from this, if the mods are horrible nobody won't buy them, if they are good then the module teams would need to improve their modules. I believe it is time to show some respect for the modders.
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i was talking about 16 diffuse textures, you understood well.
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maybe i'm scaling wrong the rivets. What is the diameter of a rivet in F-16 for example? I'm having mine at 8 mm, and one rivet has about 8X8 pixels from a texture sheet..
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there is something i'm missing here.. my problem is that if i'm using let's say 12 2048X2048 textures you can barely see the rivets. how does ED map its models i can't imagine but i'd really like to know. One more thing, what are the benefits of .dds files instead using .bmp?
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Hi, i'm having a mapping problem and i don't know which way is the best way to do it. First of all i intend to map a 3D model and i want it to be very detailed(to be able to see the rivets). One way to do this is to make several textures(2048X2048 for example), but this way having the disadvantage of difficult painting. Another way is to make only one texture at a higher resolution, let's say 8192X8192, the equivalent of 16 textures of 2048X2048, but with better results in easy painting. My question is how is it better, making a 16 textures (2048X2048 - resolution) model or a single texture model(8192X8192 - resolution) where you can have all the parts together? How does the sim run in the second way?
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very nice! be careful with the shape of the nose of the UB version because it hasn't a radar so is thinner than single pilot version's.
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if you'd start to add more details on this bird, i'd be interested even to buy it. But, to bring the money in discuss means to see a very detailed landing gear, pilot, cockpit, rudders and rivets(these by texture). You can do it and you can win a lot by doing it, because you already have a promising base. Good job!
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hi, i'm writing here because i didn't find a specific thread for this module's improvement. i'm interested in buying this module and i wish 2 things to be improved: the first one is the material, which i'd like to be more shiny and the second i'd like to see more polys on the round areas, mostly on the wheels.
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Video card and RAM memory are the most important pieces to look for. The video card, we all know what is it for and a thing not many people know is the RAM memory which allows you to fill your scene with many objects(in this case aircraft). So the more memory you have, the more aircraft or any static objects you can load in your game.
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how much do you pay for it?
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couldn't find it. where is this save as .max 8?
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My work in progress, a mig-21 MF.
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which version and what engine? i'm intending to make another version than ED's.
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@nickmow check the offending remarks of some "elders" around and you shall see what "good" things can a 12-year old kid learn from them.
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many haters around. why don't you "adults" let this kid do what he wants? it's about his wish, NOT HIS OBLIGATION! i understand you give him some advices to avoid jets already done, but i don't understand why you go further? he is a stubborn kid, but finally is about HIS decision. so move to another thread if you don't like this.
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normal unwrap is difficult to paint because you don't have panel alignment..
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i am working at one, but at the moment it can't be sold. it seems there is a problem with selling mods, because of the .edm format which belongs to ED. my mod won't be a module so it's hard to commercialize it. i have to ask ED if we can make an agreement about this...
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Payware Models for DCSW (ONLY External 3D Models ! )
john_X replied to HungaroJET's topic in DCS Modding
as i said before, a good price for a good 3D model is above 100 dollars(in max format). 10-20 dollars is for the .edm file and if ED doesn't allow us to sell this extension, i cannot see a cheaper solution. -
Payware Models for DCSW (ONLY External 3D Models ! )
john_X replied to HungaroJET's topic in DCS Modding
so does ED allow us to sell the .edm format or not? because i'm confused. selling a mod in this format would be cheaper indeed...