OF mods: JanHas, realism patch?
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I know, every single one is different, cool
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That is a block 52+ NLG right? That nose tire is so wide now on the new models.
I think is an IAF F-16I Sufa (found the pic on the net), but generally yes, newer Blocks 5x and above got wider tires to support the 48000lb gross weight and 52000lb emergency max landing weight of the aft.
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AFAIK, 40/42/50/52 have same landing gear 52+ and 60 the nose is wider. Looks that way. Thanks
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All I can add is Janhas A GOD AMONGST US ALL…
Much KUDOS to you.
Looking forward to the release Jan.
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JanHas, sorry I have a cheeky request. Any chance you could redo the current F-16 fuel tanks so they’re a little less blocky?
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Just a painting idea…
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JanHas, sorry I have a cheeky request. Any chance you could redo the current F-16 fuel tanks so they’re a little less blocky?
Yup, I already took some measurements and a lot of photographs of both 300 and 370 gallon tanks during the Leeuwarden Air Force days. All pylons will be done too… I have to figure out how I can also implement the pylons with the flare buckets.
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Janhas will old skins be compatible with the new model?
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Please include all the external details in 3D (not just as texture) for:
1. All external lights.
2. Hook with DOF.
3. JFS doors with DOF.
4. All antennas.
5. Chocks not as part of the model.
6. Gun doors.
7. Air inlet that the engine fan can be seen rotating through.
8. All air data probes (static pitot, air data probe, AOA transmitters and total temperature probe).
9. Whatever is necessary for an effect of EPU gas vented from EPU exhaust pipe. Maybe by PS effect.
10. Anything else some of us see everyday on the RL jets and find missing when looking at the model…I’m sure code for that can be developed later.
If some measurements need to be researched, please let me know.Why you posting this nonsence? There is no plans to get chocks out of AC model, for other non exsitent DOFs Jan should contact devs (probably me) and i can reserve IDs for this and communicate what angles to expect. Please stop assume what code can be developed later we are very limited by man power.
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Janhas will old skins be compatible with the new model?
No, the new BMS engine handles a few large textures better then a lot of small ones. Plus, the current F-16 has some issues with the tail and horizontal stabilizers model so the old texture can’t even be used for the new F-16. The old texture will has details that are now modeled, so I - and anyone who would use the old skins - would have to remove them as well…
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Maybe I missed it in the readthrough but how about license plates?
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:bowd::bowd: -
JanHas, if you’re reading this, don’t forget to update the Block 52+ F-16D, please!
(old screenie from OF4.7)
Conformal fuel tanks on this baby would be a nice bonus, IMHO…:mrgreen: -
I won’t forget the 52+…
I’m now in the process of importing model parts and fixing the lighting issues with the model. In 3dMax the model looks good but when imported into F4 all sort of lighting issues will show up. F4 is less forgiving in that area. If not fixed you will have all sorts of dark and light spots on the model. See the examples of you standard bms F-16 if you don’t fix the lighting/model…
Here is a screen shot of my model in LE… much smoother and not only because of all those extra poly’s…
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Jan, check to see that you don’t have duplicate vertices. Another thing you can try is to autoshade parts of the model in LE separately.
IIRC, I never autoshaded the entire model because of the problem with vertex shading. I believe when BMS edited the models, they must have autoshaded the entire model resulting in the shading issues.
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@ JanHas You have an email mate
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WILL THE NEW MODEL HAVE AN IMPACT IN FPS?
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I won’t forget the 52+…
I’m now in the process of importing model parts and fixing the lighting issues with the model. In 3dMax the model looks good but when imported into F4 all sort of lighting issues will show up. F4 is less forgiving in that area. If not fixed you will have all sorts of dark and light spots on the model. See the examples of you standard bms F-16 if you don’t fix the lighting/model…
Here is a screen shot of my model in LE… much smoother and not only because of all those extra poly’s…
Isn’t that a normal issue with model or your saying there not enough poly’s to support nice normals in game .
I found texture/model work when looked in max always produced a reduced output in Dx9 , not sure if this is compression issue or just something the way max displays things vs Dx9 (I think part is all the dx9 affects compared to dx7 tend to soften/degrade detail a bit) .
PS: I am talking in general , not specific to BMS (Have not done anything).
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Modifying an existing model in LE always fucks the normals. It has been like that for ages.
The only solution is to redo a normal and smoothing calculation. But it’s an automated task and is based on angles between polys. So the result is not always like you want.The best way is to build a new model, export it with WD’s tool and never touch it again in LE.
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Not the best pic but you can clearly see TGP installed and no light on the NLG door
http://www.162fw.ang.af.mil/shared/media/photodb/photos/110509-F-BV487-040.jpgI was wrong, here is a pic of block 25 with AAQ-33
http://www.f-16.net/gallery_item260925.htmlI thought block 40 and up had the light on the nose door. I never seen a block 25 with the light on the nose, only on the mlg. That jet is a 85 so it’s not a block 40.