OF mods: JanHas, realism patch?
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The wing model for the pit view use the same textures as the F-16. You can check them with the excel F16 TexSet. (Falcon BMS 4.32\Docs\Other Documentation\Database\F-16s TexSet.xls)
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That’s strange. I doubled-checked the LOD Editor and the wing skins should be correct, but in game they are switched.
79th FS:
148th FS:
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Everything Janhas ever modded should make it as default into BMS…IMHO…from Nav lights to skins to models.
Great work there. I rarely fly atm but whenever I come here my jaw drops.Cheers
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Everything Janhas ever modded should make it as default into BMS…IMHO…from Nav lights to skins to models.
Great work there. I rarely fly atm but whenever I come here my jaw drops.Cheers
And i would add to that statement that, JanHas models should be an example for others, as far as i know, he always makes sure that his models do not cause any weird glitches and no frame reduction.
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Everything Janhas ever modded should make it as default into BMS…IMHO…from Nav lights to skins to models.
Great work there. I rarely fly atm but whenever I come here my jaw drops.Cheers
Absolutely! When I go back to my vanilla install everything is so boring without the updated models, especially the weapons.
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The wing model for the pit view use the same textures as the F-16. You can check them with the excel F16 TexSet. (Falcon BMS 4.32\Docs\Other Documentation\Database\F-16s TexSet.xls)
It seems that all the Block 50 interior textures are one off from the external texture… external textures display fine, but the VC textures are for the previous selected skin… It doesn’t really make sense because like you mentioned according the TexSets.xls they def should use the same external skin as internal… any ideas?
Vr,
Adam -
I can say for 100% that the issue doesn’t exist with the original BMS model and your Stopgap v3 textures for that “standard model”… problem only exists with the v6 Block 50 model and corresponding textures.
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I can say for 100% that the issue doesn’t exist with the original BMS model and your Stopgap v3 textures for that “standard model”… problem only exists with the v6 Block 50 model and corresponding textures.
It also didn’t exist with previous versions of the new F-16 model (I think v3 was the last I had?)
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I have created a new LVN version: the Portuguese F-16AM. It should replace the F-16AM-DK. Available via my website.
I will check the block 50 wing skin issue and create a fix if needed.
For those who are waiting for the F-16AM RNLAF and RNoAF LVN’s, in seven days I will convert them both. I will give them a new tail and add the new Litening II model.
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Hey you RULE mate.
Thanks again for your quick response. You always respect the asks of the people and this is just GREAT on you!
Nikos. -
Hey you RULE mate.
Thanks again for your quick response. You always respect the asks of the people and this is just GREAT on you!
Nikos.+1:bowd:
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I have created a new LVN version: the Portuguese F-16AM. It should replace the F-16AM-DK. Available via my website.
For those who are waiting for the F-16AM RNLAF and RNoAF LVN’s, in seven days I will convert them both. I will give them a new tail and add the new Litening II model.
PLEASE dont replace the DK skin
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This post is deleted! -
This post is deleted! -
I have created a new LVN version: the Portuguese F-16AM. It should replace the F-16AM-DK. Available via my website.
http://img.photobucket.com/albums/v465/JanHas/AM-PortAF_zps54425dca.jpgI will check the block 50 wing skin issue and create a fix if needed.
For those who are waiting for the F-16AM RNLAF and RNoAF LVN’s, in seven days I will convert them both. I will give them a new tail and add the new Litening II model.
Great, great job mate.
Million thanks inbound. -
I will check the block 50 wing skin issue and create a fix if needed.
I have been looking into the textures problem with the block 50 birds and I think I see the problem. The groups of textures for each skin are out of order in relation to the proper “Set #” for example:
The HAVE GLASS paint is with set#2 and should be set#4… set 4 has unique wing skins designated for that aircraft in the TexSet.xls however sets 1, 2, and 3 all are designed to share the same wing textures… which makes sense because the skins that have “tail” Texture ID # 3471, 3472, and 3473 (even with your custom paints) all share the same plain wing textures…
Tail Texture ID # 3491 needs to be in texture set 5 but is instead incorrectly in slot 3 and since it too has a unique wing texture it too is messed up and displays the wing textures from sets 1-3…
Long story short only you can fix it in the root node you just need to place tail textures 3471, 3472, 3473, 3482, 3491, and 3500 into that order to correspond with Texture Set 1-6, then add in the remaining corresponding textures to accompany the tails to complete the sets. That will fix the problem with set 1’s wings incorrectly showing up with the other paints that have their own specific wings… I hope this makes sense HAHA… it does in my crazy head, but it’s hard to explain.
Vr,
-Adam -
Does anybody else notice that the rudder of the Danish F-16 moves the opposite way of the input given?
I’ve got this problem, but have no idea what the problem is.Guldager
Is there any solution for this?
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Hi!
First of all, my apology to keep you asking and taking your invaluable time in your F-16 skins.
I just applied your LVN_CJ52_v1 into my BMS falcon and realized wing tip pylon skin’s strange on F-16 CC tailed.
I marked the wing tip pylon as red. Please let me know what I did wrong.
I applied Set3 to Set6. -
You did not apply my skins to the new model, the bms standard skins won’t work with the new models. A lot of texture is not on the bms textures.
About the F-16AM DK, I will fix that problem.