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Posted
Awesome work as always shaggy:thumbup:

 

 

 

man, that brings back memories:D

 

 

Awesome Skin Shaggy !

 

Yes it does crow :smilewink:

STT Radar issue is leftover code.

Posted

That might not be possible, as the different models are made with teh Argument 70. So for example were the skin is for the Russian knight skin is.. 0.9 i belive, that is the only place were the numbers are on the tail. So im sorry i cant do anything about that.

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Posted
...Hope someone can make the White Star skin for 3GO' SU-27 like this :D

 

Su-27whitestar.jpg

 

 

My favourite skin, I would like to have it for Su-33 too. Really great skin.

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Posted
You should be able to change the number if 3O made the correct skin file associations

 

R U saying that it's possible to place Nomera decal anywhere on the fuselage, empennage, wings?!!

 

I wonder 'cause there's a lot of RL Belorussian Fulcrums with numbers of same size and shape on both engine nacelles and vertical stabs. We have Domna AB skin that has 'em on inner surface of the vertical stabs but I wonder if it's possible to create something similar to Belorussian skins!

 

Also can 3 digit russian markings can be assigned to specific 3D model, we all remember Pugachev's #388 don't we?!

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Posted

These things can only be done with the source model in 3ds max.

 

R U saying that it's possible to place Nomera decal anywhere on the fuselage, empennage, wings?!!

 

I wonder 'cause there's a lot of RL Belorussian Fulcrums with numbers of same size and shape on both engine nacelles and vertical stabs. We have Domna AB skin that has 'em on inner surface of the vertical stabs but I wonder if it's possible to create something similar to Belorussian skins!

 

Also can 3 digit russian markings can be assigned to specific 3D model, we all remember Pugachev's #388 don't we?!

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Posted

No What I am saying is if you have one skin no 9 for example with tail number there is a window there for tga association through the Skin file for any skin slot defined in the skin file

 

IF 3 Go used the same system That Highway Yenni and i made for the A-10 new model

 

You associate the window on the model to a TGA file in the skin file. To show the Numbers or Star or graphic you put the name in the correct line of the skin file that links it to a window on the model.

 

If you don't want the Graphic or numbers there you put the name of your blank tga file in the skin file and the window area is clear

 

Ok you have tail numbers i guess on the skin in slot 9 look at its skin file entry compared to a skin that does not have the tail number.

You will probably fine one line that has a blank TGA file in it for the skin with out a number. You should all so fine where the tail is linked to the TGA file

Now if the #go team did not use the skin file system to controll the TGA system and it is linked for some reason directly to the model then there is nothing you can change

 

Platy around with it read the pdf that camne with the simmod A-10 down load and red Cosmonauts Tutorial on CDDS will help explain the system if you don't understand it

https://forum.dcs.world/topic/133818-deadmans-cockpit-base-plans/#comment-133824

CNCs and Laser engravers are great but they can't do squat with out a precise set of plans.

Posted

I know what you mean deadman, but in my experience with new models and tga files you work with arguments. So what im saying is that the Model for the Russian knights with the correct tga file would only work in between 2 entries 0.8 and 1.0 wich would only leave one spot in between. Try and fit one more model in there is not possible as these entries are setup in the source model itself and linked with the skins file. When Yaniceri did the A10 i think he made a bigger gap between theses varibles meaning that you could add more skins with the same tga files. An live example of this is our Virtual Red Arrows Hawk mod. we have 3 models in our mod made with a skin file.

 

0.0 > 0.1 shows the standard display red arrows hawk 0.1 >0.2 Shows the red arrows hawk with one extra pilot in the back 0.2 > forward shows the Standard Royal Air Force hawk with a seperate tga files. Its just about how many spots you leave in between the variables. and in the 3go Flanker its tighter than a ducks ass so you wont be able to add any more skins with the same outcome as the Russian Knights one without some model modifications.

 

BW

Shaggy

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Posted

Not sure I get the "situation" here, but is this about being able to place the tga numbers to anywhere on the model? To my knowledge the main method of placing tga numbers to a model is to use a simple plane, and attatch the numbers on there. U can basically have as many planes as u want to place numbers on your model, and then just controll wich u want active with the .skins file. So to the question "is it possible to place tga numbers to anywhere on the model" the answer is yes. But this has to be done in 3dsmax first.

Posted

YEpp and the simplest solution for 3go is now to place both numbers on the tail and nose on all the models, then you can just make the number you want transparent for each different model. ie nose numbers transparent for Russian Knight sand vice versa.

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Posted
SKF, another afterburner textures i found from internet, not bad :D

 

9----Su33-Exterior-5.jpg

But...the SU-33 is from Microsoft Flight Simulator....

3GO-353/Mickey...

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Posted

I think I have a good idea of the system's capiblities . As I have posted be for i don't have the model installed and these are only Ideas of what can be done I don't have any time to play with this.Have fun

 

 

I know what you mean deadman, but in my experience with new models and tga files you work with arguments. So what im saying is that the Model for the Russian knights with the correct tga file would only work in between 2 entries 0.8 and 1.0 wich would only leave one spot in between. Try and fit one more model in there is not possible as these entries are setup in the source model itself and linked with the skins file. When Yaniceri did the A10 i think he made a bigger gap between theses varibles meaning that you could add more skins with the same tga files. An live example of this is our Virtual Red Arrows Hawk mod. we have 3 models in our mod made with a skin file.

 

0.0 > 0.1 shows the standard display red arrows hawk 0.1 >0.2 Shows the red arrows hawk with one extra pilot in the back 0.2 > forward shows the Standard Royal Air Force hawk with a seperate tga files. Its just about how many spots you leave in between the variables. and in the 3go Flanker its tighter than a ducks ass so you wont be able to add any more skins with the same outcome as the Russian Knights one without some model modifications.

 

BW

Shaggy

https://forum.dcs.world/topic/133818-deadmans-cockpit-base-plans/#comment-133824

CNCs and Laser engravers are great but they can't do squat with out a precise set of plans.

Posted
SKF, another afterburner textures i found from internet, not bad :D

 

Which FS model? Alphasim? :)

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Posted

Yeah alphasim Su-33 but they dont sell it anymore as the developer is making a new version with skysim instead. but you are better off editing the original textures rather than try to take the textures from their aircraft.

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Posted

This is my modified afterburner texture together with Oxyd´s afterburner cone mod. If anyone is interested in this i will upload it to my ftp and give you all a download link.

 

BW

Shaggy

 

 

ScreenShot_022-1.jpg

 

ScreenShot_023-1.jpg

 

ScreenShot_024-2.jpg

  • Like 1

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Posted

+1, please.

" You must think in russian.."

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Posted
This is my modified afterburner texture together with Oxyd´s afterburner cone mod. If anyone is interested in this i will upload it to my ftp and give you all a download link.

 

BW

Shaggy

 

 

please make a link to the DL Shaggy yet another good job :)

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Posted

Thanks for the comments guys. I guess I only have to make the Lock On White Star Skin to make you all happy now :P .

 

---------------------------------------------------------------------------------------------

Download the afterburner texture here: http://www.virtualavia.com/Lockon/3GO_Flanker_Reheat_Texture_Mod.zip

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  • Like 1

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Posted

Thanks Shaggy, excellent as usual with all your work.

" You must think in russian.."

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