F-4 Phantom
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Ok minor changes to be closer to real made (No textmapping changes Ranger) but still i have an issue and i thought ill ask. In every Picture you can see that the front wheel door (the one with the landing lights) dont stand in the right angle I tied the door to an Xdof with limits on but still even if i change the angle limits in the xdof doesnt have any effect. Any ideas? I thought to link the door with the main gear so it will open together with the gear… will it work?
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Hey Topolo: are the .dat files in BMS compatable with FF6.0?
I would say no… many things have been added in OFM files in 4.33, just look at aeropt AdvancedTEF and the TEFtables
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License plates testing…. Not bad for a beginner…
Gotta change the Cockpit skins to AUP…. soon… Ranger i will apdate u soon Not major changes made. Dont worry. Or to tell you better is not so major that i cant change the texmap my self the S/N are for tests only… will change…
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Not that hard after all…
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Not that hard after all…
Indeed…. Switch No. 61 Cut and clone certain area of the vertical and put in different branches of the same switch (0-3) and of course each clone different textmaping… Hmmm i wonder if i can add more numbers or is limited to 4?
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AFAIK 4 is the max for license plates.
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Some early testings, all weapons hardpoints configured.
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SPOOKY……
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Hmmmm that ab will light up and the runway?
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Bravo manos continue to impress us!!!
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Trying my Best. As i told everybody i go by trial and error but is something i really enjoy doing. Im not a real 3d modeler but i would love to learn the secrets. The finished model will be cool believe me. I finished working in the dragshute cone now and it works as it should and trying to fix little details for the model to look better. Also working at the same time exporting L2 and L3 models too. And next thing is to make the wings model. And for last i will try to work a bit to the cockpit texture and in the 3d model to look really AUP. If the outcome is good i willing to give as said before the .max scene to any cockpit builder want to mak a cool cockpit. Thanks all of you for your kid words
Στάλθηκε από το SM-J500F μου χρησιμοποιώντας Tapatalk
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Hmmmm that ab will light up and the runway?
Arty yes it does is somwhere in the dat file that you can adjust the brightness right?
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I wouldn’t ask if I knew. Sorry
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The finished model will be cool believe me
Judging from the below FSX shots, I do 100% believe that this model (and possible another version, F, G, IAF Kurnass 2020, EJ, RF’s for example) is truly suitable to be permanently implemented to future bms versions… Once again well done, soon it will be top notch.
YES these ARE FSX…
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For the updat hungry ones :
And…… Raptor how it looks now? I got edit the collor a little or is ok?
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Judging from the below FSX shots, I do 100% believe that this model (and possible another version, F, G, IAF Kurnass 2020, EJ, RF’s for example) is truly suitable to be permanently implemented to future bms versions… Once again well done, soon it will be top notch.
YES these ARE FSX…
I believe though this is the MilViz edition not the one i have the rights…
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I practically cannot spot any differences at these screens, bms vs fsx…
For the rest, check pm in a while…
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Great job!
IMHO better fuse the vertex nodes along nose section and fuselage to smoothen shading.
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Great job!
IMHO better fuse the vertex nodes along nose section and fuselage to smoothen shading.
I will see what i cand do! Any tecnique/advice or what else you need im willing to hear ir! and that doesnt go only for you ccc but from anyone here. Im right now like a sponge in this cause i like making it!
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Select the vertices. From modifier list: Vertex Weld. Light bulb off, increase Threshold value from 0.1 to 0.001 or more (hit enter key after manual change). Light back on. I usually collapse the modifier (you can move the modifier down to just above “Editable poly” if other modifiers are there). You should have less vertices than before.