OF mods: JanHas, realism patch?
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Thanks, I already can feel the massage! Nice!
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Hi,
Enjoy your break!
Happy appartment shopping, I hope you find a good catch with benefits and cheap!
Thanks again!
TAGMAN
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Those look Amazing.
Good luck with the apartment hunt, and happy holidays. -
Great job as usual, Jan.
Will your now already in BMS working addons be released this weekend?
(if not, I may import some stuff from your OF addons myself for personally use)Cheers,
LS -
Iām not in the loop about any new BMS releases, so no stuff of mine will be included as far as I know.
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hard work ?
yes ! -
wow, that F-16 is gonna be awesome, canāt wait! And the F-35 is really nice to obviously
Just a question: is that a big mouth F-16 with a PW engine?Thanks for all this work man.
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Itās a block 50D (big mouth with GE engine). Small mouth /P&W F-16ās are planned as well.
I added the front door with pistons to the model. Now the nose gearā¦
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Great job JanHas, canāt wait to see those in our new campaigns. I read on your post that the legacy hornets were done and was wondering if you had any plans for F-18E/F model/skin updates for BMS?
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Q: Is the internal intake modeled up to the fan?
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Excellent!
whatās next after F-35 series? XB-47? -
Iād like to see the f-16 variants 3D modelled first tbh.
I need one with the spine and CFTs
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To answer the questions:
1. No, the Super Hornet models are that bad that the only way for me are new models. It has crossed my mind to build some new SH modelsā¦ if I have the timeā¦
2. Yes, the intake is modeled up to the front end of the engine and in the sim the fan will spin.
3. After the F-16ās & F-35A I will decide what to do nextā¦ but for now the plate is loaded.
4. Iām sure a block 52+ will be buildā¦ -
I got one request.
When texturing this beauty please make sure to include ambient occlusion in it. I hate to see intakes with no shadows inside at all.
Iām not saying that it should be black as night out there, but a thing like these should be a fine compromise.
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Iāll try to make it look as real as possibleā¦
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Yes nice but ambient occlusion must be set to on and by the nvidia (vga ) drivers and as I recall and tested recently is a GOOD FPS KILLER. The result is perfect as of pic quality.
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Iām not talking about AO shader in the game. In 3D Studio Max you can save ambient occlusion as a image file and then apply it to your actual texture. That way you can add AO to your model without loosing ANY fps.
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@Arty Iām not talking about AO shader in the game. In 3D Studio Max you can save ambient occlusion as a image file and then apply it to your actual texture. That way you can add AO to your model without loosing ANY fps.
Hmm. thanx but as written (donāt know much on the subject) I thought that with 3DSMAX u give the AO properties to the 3d object, and when in the game and AO on from nvidia it would render the image using those properties. Meaning lighting and shadowing on the objects surfaces will be way way better than is now if no AO is declared.
Just look at that (specially notice the jeep headlight & the piece of paper on the road next to the right front wheel) :
http://international.download.nvidia.com/geforce-com/international/comparisons/CallOfDutyModernWarfare3/CallOfDutyModernWarfare3-AO-Comparison.html Now imagine that in Falconā¦ (Have a towel nearbyā¦ :rofl: )But wouldnāt that mean that all 3ds files must be edited?
And really No FPS impact? Nvidia says it has. (confused hereā¦ Maybe u mean if they are declared from 3DS than VGA doesnāt have to calculate them?)
http://www.geforce.com/News/articles/nvidia-geforce-290-36-beta-drivers-releasedThere will be a performance impact, have no doubt, though it is impossible to predict exactly how large given the millions of PC configurations, so we suggest enabling Frapsā frame rate overlay while you play, and should the frame rate drop below thirty simply undo the Ambient Occlusion changes or use the less demanding Performance mode.
Or with this article nvidia says MW3 doesnāt have AO and with this driver nvidia injects it as u start the game and thus the performance loss?
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Just wanted to thank Janhas for the effort put in the sim.
Life gets busy sometimes, just donāt make BMS a priority, true we are impatient but also true that good stuff needs time. All the best for apartment looking, take it easy
Spooky.
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Hmm. thanx but as written (donāt know much on the subject) I thought that with 3DSMAX u give the AO properties to the 3d object, and when in the game and AO on from nvidia it would render the image using those properties. Meaning lighting and shadowing on the objects surfaces will be way way better than is now if no AO is declared.
Just look at that (specially notice the jeep headlight & the piece of paper on the road next to the right front wheel) :
http://international.download.nvidia.com/geforce-com/international/comparisons/CallOfDutyModernWarfare3/CallOfDutyModernWarfare3-AO-Comparison.html Now imagine that in Falconā¦ (Have a towel nearbyā¦ :rofl: )But wouldnāt that mean that all 3ds files must be edited?
And really No FPS impact? Nvidia says it has. (confused hereā¦ Maybe u mean if they are declared from 3DS than VGA doesnāt have to calculate them?)
http://www.geforce.com/News/articles/nvidia-geforce-290-36-beta-drivers-releasedOr with this article nvidia says MW3 doesnāt have AO and with this driver nvidia injects it as u start the game and thus the performance loss?
The 3ds max has this feature called ārender to textureā. What that means, if you have a model ready to texture (or already textured) you use this function to create another monochromatic one, with just ambient occlusion which looks like THAT. Then you mix that one with the original texture in a way that only shadows from AO are pasted. Hereās an example: http://www.katsbits.com/images/tutorials/blender-2.5-make-simple-sword/blender-2.5-sword-bake-ao-texture-layer.jpg.
As an effect your applying AO to the original texture so nothing needs to be calculated.I hope this clears thing up for you.
Cheers!