F-4 Phantom
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Hi guys.
After clearing up and granted full permission from the author of the model and I-Hawk from here in the forum I present to you a work i started porting the F-4E/F Phantom (from a company named Cloud 9, now all rights are taken to FS DreamTeam witch theyprompted to contact the real author of the model) for start and editing it for use with our beloved sim its a hard work as i go by Trial and Error but not as hard as to really build something from the start. I making it clear i doing it mostly for me to learn to work with the 3ds Max more and if the whole project goes well then i will post a link for who ever wnat to use it in his install…Soon i will upload some progress from the Dof and switches fixing that i currently work and i will post updates. Any help on that as also form shading, material editing and stuff will be apriceiated….
Manos
Again I would like to thank I-Hawk and mr. Alberto Sangalli author of the copyrights of this model for granting me full rights to do this.
Support page for the model : https://www.fsdreamteam.com/products_cloud9.html
Ok guys… Here goes: 1st pack ready… USAF and ESK
Remember change nDof and nSwitch to 255 also skins to 3(usaf) and 2 (ESK) hit update. In my setup i have only 1 lod visible so i changed the nlod as well to 1 and distance to 1000 (lower lods hopefully will come) Current textures are 4096*4096 will post soon lower textures as well also in the zip i include new dat file that goes to sim folder. REMEMBER if you change the sim folder is multiplayer critical so take a backuphttp://www.mediafire.com/file/ikk9dg3nn863nv3/Phantom.zip
F-4F and F-4EJ :
http://www.mediafire.com/file/zveb8lqwdvjlhct/Phantom2.zipF-4E IDF :
http://www.mediafire.com/file/dlqhgeews09cdct/IAF.zip
There’s to lods inside 1 with refueling probe 1 without. (-REF, -no ref) also theres corresponding .dat files witch ever you want to install just rename the corresponding dat to f4eiaf.dat and u good to go!
F-4E EAF:
http://www.mediafire.com/file/9327m37dk0gk9n5/EAF.zipsome more instructions:
Simply replace the original model in the database with Lodeditor, Copy the dds files to your bms installation folder/data/terrdata/objects and the data file to your bms installation folder/data/sim/accdata folder. Through Lodeditor and in the parent menu of the model change nSwitch and nDof both to 255. If you use both models (E-usaf and E-sk) for usef set the skin number to 3 and for SK set it to 2 after just press update and exit. If you get a message “model failed to load aborting” before all that run lodeditor go to menu action and hit “set hdr max node” and put a number greater than 99000 and hit enter.
Now for the rest of the goodies beside the 600 gallon tank and wings model (its the same procedure as the models),im refering to the CL pylon and the pod pylon, you have to know what you are doing and needs many edits to bmsrack.dat and through the bms editor to change and add stuff.enjoy! Any questions or problems even suggestion for corrections either post here or pm me
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Early dof testing… Most of the fusalage dofs are ready some minor corrections needed. Now im facing the huge problem for me (riging the basic Dofs was easy) to fix the undercarriage. and i have a delemma either i make it “fixed” meaning Not too much dofs in each “leg” just the basic or i rig every tiny little dof and and each “leg” has rotation,compresion, realistic struts and pistons etc… uhhhhhhh difficult huh?
Im new to this but im excited…
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uhhhhhhhhhhh……
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Thank you for your amazing project, and thanks to Mr. Sangalli whom is a legend for his FS2004 aircrafts, still in my memory: Phantom, Mb-339, F-104, etc.
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Testing continues…. I need to re-edit the gear doors in front for some reason they dont open Any help guys?
EDIT: Just found it…
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ok now i have to add slots…. another headache…
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@Manos - - Very nice work indeed.
On a parallel line, looking backwards to the Thoarek Phantom, I have had some success with using the DXM->LOD conversion process. On closer inspection of the model, it has only a few minor conversion issues that I can see in LODEditor - the front and middle windscreens use a black opaque color, the rudder, upper airbrake, and LEFs had their nodes reversed, the ejection rings above the seats didn’t convert to yellow and black as per the original, the nav lights require a reset, the Qawa afterburner lost its beautiful transparent colors and thus need to be batch converted to an appropriate transparent LOD color, and finally the aircraft will require shading normal corrections once the DOF nodes are reversed. I am hopeful that this process won’t take terribly long and at the very worst, this model can be a nice backup or alternative choice to Manos’ project. Like Manos, I am having a bit of a learning curve since I stopped using LODEditor quite some time ago, preferring DX tools while with FreeFalcon. LODEditor is a bit cumbersome to use but is still usable for this project and I am picking things up pretty quickly again which may be useful for other projects as well.
The really nice aspect of the Thoarek Phantom is it is a very compact model with less than 9000 polys when the Qawa afterburner is used and drops down to less than 4000 polys w/o the Qawa afterburner. Also, this model is, for the most part ready to go, with skins and variants to include: B/C/D/DSK/E/E HAF/E TuAF/E 2020/E Terminator/ESK/E IAF73/E IAF82/EJ/F/G/J/N/S, FGR-1, FGR2, and the RF-4 version with skins for Turkey/Greece/US, full PSDs, as well as complete F4Browse data packages. After collecting everything I had in one file I was amazed at how much there was. Reproducing this with the Manos Phantom will most likely take a pretty long time - so the Thoarek Phantom may prove to be a nice interim model while we wait for the ultimate Phantom for BMS.
The major obstacle for the Thoarek Phantom is clearing the issues outlined above for one model. Once complete, in most cases, these nodes are common to all variants and therefore once one clean model is done the corrective nodes can then be pasted onto the other variants. I will post up a pic of the F-4E IAF73 variant later today along with some in-progress shots of work.
I believe Manos and I are in agreement that between these two Phantoms, we have a lot of choices to look forward to. I believe long term the Manos Phantom will be the model of choice. We both agree that working in parallel on both projects gives BMS the best chance for something nice in the short and long term. However, for those with older computers (like me), the Thoarek Phantom may prove more friendly coming in at about 1/6th the size of the Manos Phantom and for folks wanting something ready to go for the short term this might be a good choice. Once Manos completes his work and is able to test it in game we an see how it performs and a decision can be made where to go from there. I am pretty confident the Thoarek Phantom should have no major performance issues since it did well in FF3/4/5/6 with very acceptable frame rates. If it proves later to be a model of choice it can be re-texmapped to a single large texture per BMS guidelines and would then I believe meet the necessary criteria for inclusion in the KoreaDB. Until then it can be a nice addition for anyone wishing to add it to their theater work.
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Thanks alot for your kind words Tony my hopes for both projects are high and my expectations also. I will try mine as is with 4ship maybe 2-3 more flights with inclement weather over kimpo to see how it performs and will post the outcome. If i have time today maybe later if not and i will be able to load everything on my laptop i will post updates from there as i will be for the next 2 weeks on vacation… I know though im very close. If u see though for the time being i kept the undercarriage plain and not with too many dofs/switches as i still trying to figure out how they work (lol) but im certain that i will be able to make it. And as for skins the whole package of the cloud 9 installer comes with huge variants of skins therefore i will again ask to be sure before posting anything or i will try to make my own as i have psd provided for reskinning.
Ps forgot to metnion that alone with another flight it performs really well in my machine at least. With all eye candy on tops around 190 fps (vsync off). Time will tell though…Στάλθηκε από το SM-J500F μου χρησιμοποιώντας Tapatalk
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Lol…. im even take my self on fire and wanna try make a pit for this beauty… but for now is out of my league hahahahahah… therefore i give open invite to anyone that can fix a pit for it
ps. I wonder why molni didnt showed up yet…
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Let us not forget that the tailplane also needs to be corrected a bit as the two horizontal planes are not symmetrically attached to the empennage (referring only to the model from FF lineage, not the lovely WIP, above)…
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What do u mean ???
EDIT: ok now i just saw the whole message… Yes it had a problem witch i had fixed when i started working on this model but it was for me preety much an experiment actually and i gave up after a mistake witch i couldnt fix but Tony allready knows about it and we spoke also for it so probably is gonna be fixed
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Very nice work, Manos…this one will be a beauty!
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Just short update - got distracted today with a few household tasks but I did make some nice progress on the DXM –> LOD model see below what was start point
was able to fix several items on the start point.
some thing obvious - like the windscreen and side screens, rudder was turned inside out, spoiler also turned inside out, hud fixed. The left and right LEF are next. I also noticed a few other smaller issues that could be fixed, and not forgetting the stabilator asymmetry. I think I am going to make it easy on myself - knowing this model is for the most part going to be shortlived, I am not going to spend too much time trying to make it perfect, instead just get it working and later maybe fix up a few other things in time. I really think the better way to go with models is to bypass the LODEditor and do models properly in 3ds and convert back to LOD. Working in LE is really a PITA.
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I agree with u Tony. Other than aligment edits and several copy/paste thhings and commands on dofs or whatever LODeditor is very very old and needs too much time to work on it. In the other hand when working on 3ds u have to export several times to lod so u can check what u made. But anyway good work. I had several times tried to work witg dxm to lod with no joy. So for me in that thing u are a hero
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Taking DXM models - what I notice now is that all the nodes that I put onto a DXM model in DXEdit - are turned inside out when the DXM model is converted back to LODEditor. I think it may have to do with the possibility that DXEdit and DXM models don’t have the same directional convention required by LOD models. So, nodes pasted in DXEdit may be “insided” out - there are several DOFs that this occurs as well as other cut and paste nodes. The key is to locate the nodes in LODEditor and reverse them and them only, then you need to run the shader normal on just them. No magic - just very time consuming looking up of the each set of nodes. In the interest of saving time I will probably create on super B style phantom and then put all the possible nodes on it then cut away those needed to make each sub-variant. The E model is pretty easy because they are all nearly the same.
I am hoping to have my IDF73 variant integrated this weekend to see how it looks and see what final tweeks are necessary so a I have a good idea of the complete set of fixes needed to reconvert the DXM model back to a usable LOD format for BMS. I am very encouraged by what I have found thus far and believe nearly all my models can be successfully converted back with a bit of work and time.
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I am very encouraged by what I have found thus far and believe nearly all my models can be successfully converted back with a bit of work and time.
Can’t wait for the gas guzzler variants to look this good again!! Thanks Ranger.
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Thugh im on vacations i found time and downloaded all needed programs and the model again and did some work. I believe im in 85-90% of the model it self. Some minor editing still needed and details. Maybe some more dof for the afterburner pedals and some good editing of the dat file so all animations will be look good in 3d world. I fixed the inner pylons as it seem to me too long and not as supposed to look. Gears have compression - extension as it suppose to have. Will post some pics when i will have the time. Therefore i think im in a good way. Also im thinking of adding the slots to the stabilators but dont know yet… time will tell… Cheers for now.
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I think is a little big the slots
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Beauty!
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Ok… the model “dofed”,slotted (13 slots) and few details left for fixing and we are ready to go i think. I want to add a dof for the front wheels to turn wile on the ground. The stabilators are changed (did some work to look more to the original) and then comes skining. The model is unwrapped in 3ds so i will try in skining as well or i get the psds publish for the skinners to do if i have a problem. And at the end of course add antennas and things for each e/f version. Of course first will come the AUP of HAF… pictures will come soon
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