F-4 Phantom
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In the 3ds screen says 60666 polys
and verts : 50847Easier to answer: Open Viewport configuration- statiscis… Select - triangle count = Tris: your model.
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Lights done with formation light also! Now Landing light and AB next stop
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I did some experiments in this. I wanna ask if i have to define both. Meaning the "body"and texture in 3ds and the light in the dat file or just the lights in dat is enough
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In your last screenshot you have the “body” of the nav lights already in place,
so you can skip that 3dsmax part.The lights in the .dat is for the illumination effect from those lights on the fuselage/tail/ground.
Get the xyz distances from CG to the center of your light(s) from LE or 3dsmax in feet,
and adjust the effect by changing the values in the .dat.
… check result insim.Cheers,
LS -
Easier to answer: Open Viewport configuration- statiscis… Select - triangle count = Tris: your model.
Yup indeed… 62030 tris…
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Yup indeed… 62030 tris…
Then we both have to do a lot of ‘optimization’ :D. Rock on man, looks great!
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this is really looking more an more like a winner . . . . now what about the other variants? Like to see the tri count drop down a bit without losing too much detail. I was surprised what WaveyDaves’ node fuser was able to do with Thoarek’s model. Maybe something like that can be used here? Also, adding the afterburner is going to push tri count even higher. I think the Qawa afterburner on the Thoarek Phantom, which is pretty decent, is about 4000 tris more.
I am definitely interested in skinning this model - can you link me the PSDs when you are done? I would like to see a “dirty” Phantom, hehehe. I have done a lot of stenciling for the Phantom in the Thoraek and if others want my PSDs to do their own work I can send them some material as well. The stencil work is applicable for this model and will save quite a bit of time I think.
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How can i have this afterburner in my hands tony? Hihi
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You may not realize it but you already have it . . . look at the dof for the afterburner on the converted DXM–>LOD for any of the Phantoms I sent you or the ones in the package you sent me. The only thing you need to do now cut and paste that to your model and perhaps make some slight adjustments to location as I am sure the dimensions are going to be slightly off. The other problem is that the DXM to LOD conversion changed the LP node to CP nodes. That is a an easy fix, I have since changed that back to LP on my Thoarek Phantom on the F-4E and I could send you that model or perhaps extract just the branch of the nodes you need . . . let me know which you prefer and I can upload something for you this evening.
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I know that but in the conversion from dxm to lod they got messed up so i couldnt take them to use them. Did u send me a package and i dont remember? Lol i have so many things in my mind and i dont remember. Sorry
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just in case this is the AB
It’s from
[h=1]Deconstructing the Elements With 3ds Max[/h] -
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this is really looking more an more like a winner . . . . now what about the other variants? Like to see the tri count drop down a bit without losing too much detail. I was surprised what WaveyDaves’ node fuser was able to do with Thoarek’s model. Maybe something like that can be used here? Also, adding the afterburner is going to push tri count even higher. I think the Qawa afterburner on the Thoarek Phantom, which is pretty decent, is about 4000 tris more.
I am definitely interested in skinning this model - can you link me the PSDs when you are done? I would like to see a “dirty” Phantom, hehehe. I have done a lot of stenciling for the Phantom in the Thoraek and if others want my PSDs to do their own work I can send them some material as well. The stencil work is applicable for this model and will save quite a bit of time I think.
Just saw it. Yes i will link u soon the psds.i wanna finish the basic E/F and then i have in the wait the nose cone for the others as well… [emoji6]
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How can i change the cp to lp in 3ds max cause through lod editor is pain in the @ss….
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How can i change the cp to lp in 3ds max cause through lod editor is pain in the @ss….
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Material Editor/ Shader basic parameters/ 2-Sided
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What is CP and what is Ip?
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What is CP and what is Ip?
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Node: Each Model is broken up into separate entities. Each of these entities is called a Node. There are various Node types each performing a specific task.
Draw Node: A draw node is a node that defines a Polygon. These are PrimT (PT), LitPrim (LP) and Culled (CP).Cheers,
EGHI -
And what is
1. PrimT
2. LitPrim
3. Culled
???and what are those specific tasks?
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Manos,
I agree changing CP to LP is a pain but - it actually goes pretty quick. You just need to figure out what is the best use of your time. BTW, when you finish this Phantom I would love to get a Mirage IIICZ given the same treatment. I wonder if Cloud 9 have a decent model that could be permitted for conversion to LOD? I has been a dream of mine to see that French fighter in a high quality model in Israeli Theater.
PT - usually used for lighting (point lights like navigation lights on wing tips and tails
LP - these you see used for transparent stuff like the afterburners - these have two sides and are lighted at night and will use a lighted node color - Falcon assigns specific colors and some of those are transparent and lit
CP - these are the bulk of what our models are made from - one sided, so the sides of a model like fuselage, wings etc - they can either be textured which is mapped to a “skin” for a paintscheme/camo pattern, or they can be a solid color. Modelers will often assign colors to the CP nodes to distinguish stuff like flaps, ailerons, rudders, landing gear doors etc. You can’t see these colors if the model is tex-mapped but in LODEditor or other model programs they help to give a visual differentiation of parts for quick identification. -
Hmm ok ain’t those declared already from 3ds max with correct ptypes?
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Early AB tests Thanks to WaveyDave for his AB and Ranger822 (therefore i just used only the dof/switches) … some minor correction to the position i think and a set of textures for the can and im ready. Also i think i have to skip transparecy in the Nav lights. i dont like the end result but i wait for your comments people. Also the Formation lights fixed with 3 steps off, medium and 100%