F-4 Phantom
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@Radium : I think i got it…. Still needs work… If you can and you have some good pictures of how the Lefs in KAI are(Meaning they have as C/D double inboard LEFs or Single?) can you send me so i can get the way they work.
And i need to fill some gaps
http://i68.tinypic.com/2ufpzdl.jpgHello,
I am not sure I understood what you meant with LEF…
Does it help?
Cheers,
Radium
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Yes. I did also a research and all EJ Kai or not with the Lefs are like this so they have 1 inboard in each wing. LEF: leading edge flap. Hehehe. Ok as u saw the first step has done now i have to continue.
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Yes. I did also a research and all EJ Kai or not with the Lefs are like this so they have 1 inboard in each wing. LEF: leading edge flap. Hehehe. Ok as u saw the first step has done now i have to continue.
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Thank you so much for your efforts!
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Thank you so much for your efforts!
Thanks also. Need a lot of cuting/welding/scratch designing to look ok but im there. I will do it and beside that skin i can make 1-2 more… Cause the yellow line on the spine doesnt look too good and i dont know how this can be corrected. I will see though
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Jan If you seeing this. How can i make the pilots visor to look a bit transparent? I did by lowering the opacity and adding a color but i dont like the result so much. Is there a catch ?
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Jan If you seeing this. How can i make the pilots visor to look a bit transparent? I did by lowering the opacity and adding a color but i dont like the result so much. Is there a catch ?
Use transparent poly’s (type 21) for the visor and a texture that has less than 100% opacity.
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A second option is pType25 and playing with the color transparencies listed in the colors.htm file that comes with LodEditor.
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A second option is pType25 and playing with the color transparencies listed in the colors.htm file that comes with LodEditor.
Yes, but the options in color (mostly light gray and dark blue/green) and transparency level to choose from is much much less (112/255, 153/255 with 0 as 100% transparent and 255 as non transparent). For me poly 25 for colored glass is something I used in the Open Falcon days…
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A second option is pType25 and playing with the color transparencies listed in the colors.htm file that comes with LodEditor.
You guys wouldn’t happen to know how I can change the smoke-colored canopies in FF to clear. Tried changing w/ Batch Node Proc to pType 25 but I can’t figure-out what type to change from and nothing seems to change if I leave as default value -1 and change to 25…
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You guys wouldn’t happen to know how I can change the smoke-colored canopies in FF to clear. Tried changing w/ Batch Node Proc to pType 25 but I can’t figure-out what type to change from and nothing seems to change if I leave as default value -1 and change to 25…
Change the poly color of “glass” canopy (batch node proc). It’s probably color 753 at the moment. Change the color into something with a similar transparency (102) (see what colors you can use in the colors.htm file in the LE folder).
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Use transparent poly’s (type 21) for the visor and a texture that has less than 100% opacity.
Ill try that. Any good walkaround page for the F-4 to make the stencils? I found a page in Cybermodelers site but most of the aircraft have the minimum sets or not at all. Therefore i need it just for reference as i allready ordered the “AUP under the skin” Book so probably i will see most of the stencils most of the greek Phantoms cover the 100% of the stencil data of a phantom
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Use photo’s… These sites have a lot of reference material.
http://www.arcair.com/awa-archives/walk-jet.shtm
http://www.primeportal.net/the_airstrip.htm -
This thread is turning into an epic resource in terms of editing and implementation of new models and textures into Falcon/BMS.
Thanks for all the contributions guys!!!
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Well i have to ask for things i dont know right? I thank all the people that are helping me and i promise that i will reward them with a good model.
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Well i have to ask for things i dont know right? I thank all the people that are helping me and i promise that i will reward them with a good model.
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Absolutely man, in addition you’re creating a great reference for people who will have to deal with these issues in the future. One of them, hopefully, being me with that dusty Turkey.
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The project isnt dead… I just work on the new skin for Ikaros and also some details for the AUP. In the Ikaros theater will be a high poly model of the Aup and the Terminator so cause of the high detailed model i have to make a good skin. Jan thanks for the references but didnt find too many stancils that i could use for the greek Phantoms therefore for other liveries i will use them All stencils in the Aup is hand made besides the rescue signs and the ejection seat triangles.
Still working on the skin so many areas arent skinned yet
By the way i would like to say Thanks to Eagle Aviation and their phantastic (hehehehe) publication of the Phantom under the skin book. Great reference and very detailed -
The project isnt dead… I just work on the new skin for Ikaros and also some details for the AUP. In the Ikaros theater will be a high poly model of the Aup and the Terminator so cause of the high detailed model i have to make a good skin. Jan thanks for the references but didnt find too many stancils that i could use for the greek Phantoms therefore for other liveries i will use them All stencils in the Aup is hand made besides the rescue signs and the ejection seat triangles.
http://i66.tinypic.com/3482bsp.jpg
Still working on the skin so many areas arent skinned yet
By the way i would like to say Thanks to Eagle Aviation and their phantastic (hehehehe) publication of the Phantom under the skin book. Great reference and very detailedDude that looks EPIC!
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Thanks man trying my best. Im not a skinner
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Awesome work
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OKStill here guys, I am a bit too busy IRL so i have very limited time nowadays but still i try to work in this project. I decided that there will be a high poly package as i mentioned in Ikaros thread with models far more detailed and skinned with 3-4 maybe more textures so everything will be shown very good in 3d cause of the current texmapping. Current texmapping is a bit crappy meaning that the surfaces are not textured flat but as is and this gives errors in 3d world and distortions witch it will take too much time to change but im doing also my experiments in that
Flat texmpping :
Current texmapping :
Main aim to change the textmapping is in Fuselage only as its the only part that haves too many curves ,all other surfaces are ok when mapped flat. Im open to suggestions as well and of course if someone wants to help and assemple a team im also open.
a pic from current skin work :
Modelwise now as u can see in Ikaros thread ( https://www.benchmarksims.org/forum/showthread.php?29515-IKAROS_v4-0-0-0&p=420865#post420865 ) the main changes on the highpoly models will be the exaust system, the pilots, and some other smaller details as the ejection seats to look more realistic but in the current limitations of the game.
Versions currently covered and just need the changes : -E -F -EJ -G -AUP -2020(TuAF) Kurnass(IAF). With the changes the tris count varies from 80-87k the lower poly package will be from 50-64k. Therefore if the BMS team still wants a model that the want to include into the DB (such as current operators of the Phantom -HAF & TuAF- and maybe a USAF versions or IAF or whatever) I have a 30-35k model ready and with the apropriate changes to Antennas and stuff will be ok.
A little to much for an update i know…. but i wanted to let u know… And still theres more to come modelwise as we obtained licenses for A400M CN-295 and E-7, plus we have on the works from scratch some ground equipment
@ Radium : If u still interested fro the cockpit let me know