OF mods: JanHas, realism patch?
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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 -
I’m 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, can’t 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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It’s a block 50D (big mouth with GE engine). Small mouth /P&W F-16’s are planned as well.
I added the front door with pistons to the model. Now the nose gear…
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Great job JanHas, can’t 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!
what’s next after F-35 series? XB-47? -
I’d 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 models… if I have the time…
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-16’s & F-35A I will decide what to do next… but for now the plate is loaded.
4. I’m sure a block 52+ will be build… -
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.
I’m 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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I’ll try to make it look as real as possible…
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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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I’m 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 I’m 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 (don’t 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 Falcon… (Have a towel nearby… :rofl: )But wouldn’t that mean that all 3ds files must be edited?
And really No FPS impact? Nvidia says it has. (confused here… Maybe u mean if they are declared from 3DS than VGA doesn’t 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 Fraps’ 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 doesn’t 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 don’t 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 (don’t 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 Falcon… (Have a towel nearby… :rofl: )But wouldn’t that mean that all 3ds files must be edited?
And really No FPS impact? Nvidia says it has. (confused here… Maybe u mean if they are declared from 3DS than VGA doesn’t have to calculate them?)
http://www.geforce.com/News/articles/nvidia-geforce-290-36-beta-drivers-releasedOr with this article nvidia says MW3 doesn’t 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 “render to texture”. 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. Here’s 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! -
yeap got it thanx. but the q remains does all the ed objects need to be redone?
we could at list do the low poly ones… I believe I could do that much…And this is how it’s done in 3Dstudio MAX?
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I have finished the front gear (horrible process adding those DOF’s…). Now I will add the HUD, SniperXR and the block 50 ACES II pop-up sensor pitots.