Modelling Organisation
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Dave,
Still no F-4 Phantom? I could have sworn I saw some in the screenshots. . . maybe just not shared and part of someone’s Beta? If not, I believe I have a FF3 Phantom set… lacking some upgrades but for the most part those could perhaps be added pretty easily. Wondering if it would be possible to extract bits and pieces from DXMs in FF6 if whole models can’t be converted. Phantoms were texmapped in LOD by me. So, preservation of skins should be possible with only slight modification. I think at some point you realigned the phantom model center axis because it was off a hair - -maybe you still l that working model in 3ds? Anyway, looking for any shortcut to some Phantoms for BMS (assuming you still don’t have any).
Updated for 4.33 Release.
Regards
Dave -
hello Ranger822,
Im a fan of your work in FF6 ITO. If you are asking if bms has F4 phantoms the answer is Yes.
Uri_ba’s Israeli theater has an IAF phantom with a pretty neat weapons sys and cockpit. and so does KTO, the only problem is they dont work for the carrier catapult yet.I wish they did! but i tried fixing this by making an advanced flight model for it, but i didnt know what i was doing. the catapult worked but then it didnt fly straight.
do you have models of older era jets for Israel?
cheers
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Glad to hear the Phantom has finally arrived in BMS - - my person favorite model. I can’t imagine there is really major issues with the catapult piece working – probably something simple - did you do a file comparison with working FMs as well as the right DOF coding? I assume BMS hasn’t changed that if their other carrier based a/c are working.
If my old computer with FF3 loaded on it and the work files still work I should have all of the old models from that install. If I recall, I ported that to RV (DXM) and then FF5/FF6 where I added a few more models. But, there should be quite a bit of LOD based models worth considering for a historical based set of campaigns for Israeli Theater. I will probably spend this weekend unpacking my old computers and digging thru what I have and can offer up.
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Hi Ranger,
Can’t stay away
The F-4s in the KTO theatre are still the old ones.
As for the carrier capability, only AFM aircraft can use the catapult properly.
Regards
Dave -
Ranger822 : https://www.benchmarksims.org/forum/showthread.php?22949-PHANTOM-PHOR-EVER-LODS-))
Therefore with no time cause of personal work and projects in general its a bit dead… I hope from mid september ill find some time to start working again on it -
getting the f4 to use the catapult properly was like a shot in the dark. I have no clue what i am doing with FMs and AFMs. but I did notice that the E-2C can use the catapult and it doesn’t have an AFM file.
I think if I knew why this was the case, maybe I could get the f4 to do it also without an AFM. Like I said though the flight model code is slightly above my head right now. I only grasp portions of it. -
Manos1981: What a great effort, sorry you had to use a pretty old set of LODs - - I posted to your Phantom thread with a few tidbits. I would be willing to help you on the project to get this Phantom package fixed up. As posted on the other thread, I do have the old PSDs for all the phantoms … so making alternate skins is pretty easy.
I am surprised there was any confusion about permits to use these models and skins. I thought my permit to BMS for everything I did, was pretty clear. BTW, this model was given to me by Thoarek. CCC and WaveyDave had their hands on this as well. I gave this model to Stamatos “Deathdealer” at EMF to use in their project many years ago in return they gave me a great commemorative skin for the Greek Phantom.
Here is a pic of one of the missing LODs - the RF-4
Ranger822 : https://www.benchmarksims.org/forum/showthread.php?22949-PHANTOM-PHOR-EVER-LODS-))
Therefore with no time cause of personal work and projects in general its a bit dead… I hope from mid september ill find some time to start working again on it -
Didn’t that RF-4C make into the ITO? I recall fighting for days to get the asymmetric HP’s to work properly. Way cool model.
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I’m looking to learn 3DS a little as I’d love to build some models for F4. Couple of questions:
- Can anyone recommend a good source for detailed, accurate blueprints for aircraft
- which models are needing work that aren’t too complex for a beginner to learn with? Any particular buildings, units, or weapons that need doing but aren’t insanely difficult for a newbie?
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https://www.the-blueprints.com/blueprints/modernplanes/
for 2) take a look at current ones in Falcon… pick one and go. Oh also and the first post on this thread.
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Any that are free?
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Any that are free?
Free blueprints?
Most of them are, just create an account.
and as a help u can use vector magic to convert them to vectors… then to autocad and it will come in 3dsmax nicely as vector and u can then form it.
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Free blueprints?
Most of them are, just create an account.
and as a help u can use vector magic to convert them to vectors… then to autocad and it will come in 3dsmax nicely as vector and u can then form it.
Ah sweet. Wasn’t aware of such a tool. I’ll do my best to learn, just don’t expect an A-10C over night
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So! is it ready? where is the download link? :lol:
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Just a little point.
Do not trust too much blueprints. Most of them are wrong.
Before starting a project, always take inspiration first by watching during one day or two, it depends on you, as much pictures as you can of the bird you want to recreate. You will then instantly identify which points of blueprint are not accurate. It is really important to have different sources before starting modelling.
Just my little 100 yens!
Kind regards,
Radium
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Hi guys.
Just joined the forum yesterday and I’m interested in doing some modelling but noticed that the 1st post in this thread hasn’t been edited since Nov 2015…… Is the information in the 1st post up to date with the latest version of Falcon 4 BMS 4.33 U3?
The quoted model triangle limit seems very low for modern game models: 30,000 tri’s = 15,000 poly’s: does that include any cockpit model too?
Also I work with Maya 2016; are there any F4BMS exporters and tools specifically designed for Maya(I haven’t found any in my search)? Although I presume I could export any work in Maya via FBX to 3dsMax and export into F4BMS that way.
The 3dsMax version I would have available to me for F4BMS model export procedures would be “3dsMax 2010X64”, would there be any problems with the exporters using this version?
As a new member here I’m just trying to get a feel for what works for the current F4BMS modding procedures and what doesn’t as there is a lot of old, I presume outdated, information(and maybe some outdated mod-tools too?) on the forum that won’t be relevant anymore?
Thanks guys!:D
Hawk.
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Hi guys.
Just joined the forum yesterday and I’m interested in doing some modelling but noticed that the 1st post hasn’t been edited since Nov 2015…… Just wondering if the information in the 1st post up to date with the latest version of Falcon 4 BMS 4.33 U3?
I noticed the quoted model triangle limit seems very low for modern game models: 30,000 tri’s = 15,000 poly’s: does that include any cockpit model too?
Also I work with Maya 2016; are there any F4BMS exporters and tools specifically designed for Maya too anywhere(I haven’t found any in my search)? Although I presume I could export any work in Maya via FBX to 3dsMax and export into F4BMS that way.
The 3dsMax version I would have available to me for F4BMS model export procedures would be “3dsMax 2010X64”, would there be any problems with the exporters using this version?
As a new member here I’m just trying to get a feel for what works for the current F4BMS modding procedures and what doesn’t as there is a lot of old, I presume outdated, information(and maybe certain mod-tools) on the forum that won’t be relevant anymore?
Thanks guys!:D
Hawk.
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Is this thread still being updated?
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Sorry If I Ask on the wrong thread…
I would like some guidance on how to proceed on a model to meet the BMS specs and not trouble if changes need to be made on it.
There must be provided LOD’s like 4 LOD’s for normal and 4 for Destroyed for ground vehicles. Those must be 8 different max files. Right?
About the DOF’s those must be the last thing to do? or can be done before texturing it or before the LOD’s?
About the texturing 4 models must fit in a 2048^2 texture with damaged textures. this means the texture area for one model is 512^2. Right? So i divide a texture in 8 segments and use 2 of them for my model? One for model and one for damaged?
(As a side comment for this I believe this is very low… leaving small space for details.)For export the best thing is to end up to clear polygon (meaning before export convert all shapes to polygons)? Right now I have modifiers on top of basic shapes like cylinders boxes etc. Should I provide 2 different files? One with basic shapes and modifiers or the last polygon converted is sufficient?
I ask of this cause I believe the basic shapes could greatly help on some cases instead of a polygon manipulation.If I miss something please say so.
Edit: I forgot about textures. PSD files or DDS only? UVmappings? I’m not good with PS, I use Corel draw mostly and Substance painter and then I use PS mostly for conversion to DDS. I can export from Corel to PS but some times fubars the layers… or transparencies and effects between layers.