Punx Posted April 27, 2009 Posted April 27, 2009 There won´t be any air-to-ground capabilities! The reason is easy: You can´t model it correctly (avionic,...). As far as i know this is "just" the new (f**king awesome) bird :D But i hope they will do something with the pit (new textures,...)
Udat Posted April 27, 2009 Posted April 27, 2009 Oh yeah that's a nice idea.. Simmod US cockpits :D Intel i7-950 @stock, Asus P6X58D-E, 3x4GB Corsair Vengeance, Asus GTX 580, Corsair 120GB SSD, Corsair HX 750W PSU [sIGPIC][/sIGPIC]
Mustang Posted May 2, 2009 Posted May 2, 2009 How is work proceeding borchi? You had any more time to work on your albino? :)
borchi_2b Posted May 2, 2009 Posted May 2, 2009 well the albino is going, since i cannot figure how to get the sdk working right. i assume that nellis got stuck on my side do to the fact, that simmod went down and the sdk files must be damaged in some way. so i got back to the eagle. right now i am unwrapping and thinking about the damagemodel and the textures. only one thing is not clear to me, how such nomera files work and what i have to do in max to get that set up right. so far the eagle grows and grows in detail again :-) do to the skinning 1 http://www.polychop-sims.com
OldCrow Posted May 5, 2009 Posted May 5, 2009 By nomera files, if you mean the tga with numbers on them, you just create a mesh (forexample a plane) on the outside of the fuselage/wings and animate this in arg visibillity (with the correct argument). So to have numbers 00-99, you will need 20 meshes. One argument controlls the first number (1X-2X-3X.. X being the second number) and another controlls the second number (Y1-Y2-Y3.. Y being the first number). So you should have two meshes displaying number 1, two meshes displaying 2 and so on. In the material editor you have to activate the material to use the alpha channel from the tga file. Hope this helps:) [sIGPIC]http://www.virtualredarrows.com/member_sigs/vra2012_crow.png[/sIGPIC]
borchi_2b Posted May 5, 2009 Posted May 5, 2009 well in some way it does, maybe you can make a tutorial and send me a link via pm ? i do not know why so far, but i cannot activate the alpha channel. the checkbox in the material editor is allways grey, so i cannot make a check on that. anybody a solution for that? http://www.polychop-sims.com
OldCrow Posted May 5, 2009 Posted May 5, 2009 Sure thing, I'll try and explain alittle better;) Heres a pic of the numbers on the model: As you can see, the numbers are just normal planes with the tga texture attatched. Heres a rendered picture to show how it looks in game (for the given number): Heres a pic of the main material settings: Note that there is an Opacity map activated aswell as the diffuse map. For the diffuse and Opacity map you should have these settings: Mono Channel Output should be set as Alpha and Alpha Source should be set as Image Alpha. Hope that helps;) [sIGPIC]http://www.virtualredarrows.com/member_sigs/vra2012_crow.png[/sIGPIC]
borchi_2b Posted May 6, 2009 Posted May 6, 2009 at the last picture you posted, i see that you activated the mono channel output as alpha and the image source as alpha too. when i want to do that it is dark grey and i cannot activate it. so far i have no clue why. do you have any answer for that? rest ist all clear and understood http://www.polychop-sims.com
OldCrow Posted May 6, 2009 Posted May 6, 2009 Hmm thats strange. Make sure u use the maps tab to add the tga texture to diffuse and opacity. Works all good for me from a standard untouched material [sIGPIC]http://www.virtualredarrows.com/member_sigs/vra2012_crow.png[/sIGPIC]
borchi_2b Posted May 6, 2009 Posted May 6, 2009 i really get a freakuot at some time, that allways something has to trouble me with 3ds max. damn that prog. i checked it now with both, my max 8 and my max9, at both progs the same problem, i went through the maps, and i allready checked yesterday what it could be that causes that trouble. damn i might have to join a good 3ds max forum to get help. i hope they have a solution. as far i do not get that sourted out, why it is that way, i cannot make the lights at all. so this will delay the bird for a few days again. damn that. i really would like to get things sorted and done. too many cool ideas which i will realise with this bird. damn damn damn http://www.polychop-sims.com
OldCrow Posted May 6, 2009 Posted May 6, 2009 (edited) Dont worry, you will find a sollution to it, im sure. Have you tried to completely reset a material to a standard material? Also make sure your tga texture has an alpha channel. I also dont think it would work with a normal bitmap file, if you want, I can send you the tga texture I used in hte example to see if that makes any differance EDIT: I tried to add the alpha in hte mono channel output using a bitmap as my texture, and then its greyed out just like you have. Maybe thats the sollution, maybee tga textures is the only way to make it work Edited May 6, 2009 by OldCrow [sIGPIC]http://www.virtualredarrows.com/member_sigs/vra2012_crow.png[/sIGPIC]
borchi_2b Posted May 6, 2009 Posted May 6, 2009 i firgures the problem, when i rendered the template as tga file, i did not put it to 32bit, which incorporates a alpha channel, so this way i could not set an options http://www.polychop-sims.com
topol-m Posted June 6, 2009 Posted June 6, 2009 Borchi, any news on the mod? Some update on the progress? [sIGPIC][/sIGPIC]
borchi_2b Posted June 6, 2009 Posted June 6, 2009 i am working on it, thelights and most animations are done. only the animations for the damagemodel are left. then the skinning and some last testing. i will release the mod as a complete mod so that i do not have to touch it again, so sorry, but you still have to wait. 1 http://www.polychop-sims.com
Vekkinho Posted June 6, 2009 Posted June 6, 2009 Take your time to make it perfect and if it is you might get me into flying F-15C in LOFC! LOL! [sIGPIC][/sIGPIC]
_Jumper_ Posted June 15, 2009 Posted June 15, 2009 Hi i hope Boom Boom give us a MBU-20/P or HA/LP.( = I mean the older Mbu is Greate, but in a New Eagle with New Pilot is a Mbu 20.. very nice !
borchi_2b Posted June 18, 2009 Posted June 18, 2009 sorry, the old mask will be the one. i am not changing the model again. http://www.polychop-sims.com
wilbur81 Posted July 14, 2009 Author Posted July 14, 2009 Extinction? Hmmm... I started this thread back in February. :music_whistling: Has the Eagle gone extinct? :) i7 8700K @ Stock - Win11 64 - 64gb RAM - RTX 3080 12gb OC
Vekkinho Posted July 14, 2009 Posted July 14, 2009 Yeah Borchi, how 'bout some screenies?! 2 [sIGPIC][/sIGPIC]
borchi_2b Posted July 21, 2009 Posted July 21, 2009 sorry, did not have much time for the project last month. but i am back on track now 1 http://www.polychop-sims.com
Vekkinho Posted July 21, 2009 Posted July 21, 2009 :smilewink: As you can see, I keep my eye on all of your input... [sIGPIC][/sIGPIC]
borchi_2b Posted July 24, 2009 Posted July 24, 2009 hey guys, i need some informations on the LOD models. can anybody tell me at which distances the certain LOD stages take place? i need that for the lights and some others stuff. thanks so far if somebody can give me informations on that. a little picture for all eagle lovers. sorry for a nightshot, but i do not want to give away to much of any detail. i can only say, that i am back to work and that i am working on the AB and textures at the same time. sorry for the slow progress, but this is a one man show, unfortunatly 1 http://www.polychop-sims.com
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