Osan for vanilla
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there was nothing assaulting in that Radium.
itās a pretty common joke.Fact is that itās not a matter of 60 hours a day, but maybe a longer development time.
which is the same, when you think about it
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Well, I just ask.
No need to look like I am assaulting you.
Fact is that itās not a matter of 60 hours a day, but maybe a longer development time.
Have fun,
Radium
Oh , it was meant hearty! No problemā¦
The issue is, that I sometimes need three tries for one part of a building, because I cannot see. if a component shows its right side. If not, there will be a hole in the wall. That needs exporting, importing, looking, hmm ok, (sometimes) all turning 180Ā°, exporting, importing, looking, ok.
This is only one exampleā¦ And an export to 3DS needs meanwhile ~ one to two minutes, because some buildings have textures form seven dds filesā¦And yes, I want to have LODās for damage, destroyed, repaired, where repaired and normal should be same, or is there, or should be a difference for the model?
I also do not have distance LODāsā¦All fine.
Best regards
EarlybiteEdit:
BTW: What also takes a lot of time is to look on a 2D map, view from above, and trying to imagine how many floors this building has, or how looks the walls, the windows, the doors, how high are they, which color has the wall, etc., what is this, what is that.
E.g. I made a building and in the end I suddenly noticed that it is a āsmallā hangarā¦, windows out, rolling gate in. -
Normal/Repaired model = parent A texture set A.
Damaged model = parent A texture set B. So same UVW, just a different texture.
Destroyed model = parent B, only one set. -
Damaged model using just a different texture is like a quicky for me.
And a building being damaged with texture change wellā¦
Itās supposed it got hit.
Damaged with texture is like there was an external fire that got painting messed up.
Example windows must be missing or (and) doors, if not all some.
And some kind of structural damage is a must for my likes.Oh and all normal, damaged, destroyed can coexist in the same texture. Just go a bit higher on the resolution 4096 or 8192.
Earlybite man switch to 3ds max m8 u r making it way hard, for all of us time is THE major issue. So make the transition.
Sure will take u some time to adapt but in the long run it will save you a great deal of time.
Without damaged and destroyed models, specially for airbases the guys that will bomb after the first bomb runs, or the next mission will have some difficulty to distinguish which is which.Ī£ĻĪ¬Ī»ĪøĪ·ĪŗĪµ Ī±ĻĻ ĻĪæ MI 5 Ī¼ĪæĻ ĻĻĪ·ĻĪ¹Ī¼ĪæĻĪæĪ¹ĻĪ½ĻĪ±Ļ Tapatalk
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Hi, Artyā¦
3DS-Max and me, how to say,ā¦
Neither 3DS-Max supports DPI scaling in the UI, nor 21:9.
I know how 3DS-Max looks already with 25601440ā¦, now, I have 34401440!
Guess what I can read in the UI!I would have to switch to 1920*1080, that is the resolution 3DS-Max is written for for the UI, every time I work on a model. I would have every time right and left great black barsā¦, hmm, 3DS-Max and, how to sayā¦, NO.
Or it should be, that Iām short to finger nails eaten, because that I absolutely want to model somethingā¦
I will find a way to use Sketchup (again)ā¦
Soā¦
All squares are, for the moment, done, runway lights are updated, taxiway lights function as desired, just making a little texture for an earthwork, then, maybe, still a little area near the top of 27, and maybe still one little area at near 09.
BTW: The stock object folder has really 1,2 GB?
My / A binary c&p-install has currently 1,7 GBā¦<umpf>And maybe a little area at the āGreat Courtā. There are IMO little āhillsā with, IMO, bunkers, IMO for munition. I think, that would be greatā¦
Happy eastern!
And best regards
Earlybite</umpf> -
No code doesnāt create a hole in the 3d object.
It displays a crater on top on the 3d object of the runway for as long as it must.Test it your self. Bomb your runway and you will see it. It will exist where the impact point was.
Those craters exist in the 3d database.well no need to scale or whatever just follow this and u should be okā¦ makes me wonder if the following link solution can be done also for Falcon UI on large monitors with super high resolution. hmmmmā¦
https://www.danantonielli.com/adobe-app-scaling-on-high-dpi-displays-fix///Arty runs and hidesā¦
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You have PM.
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Hi,
Iāve made a binary install, Copy&Paste.
File size: 650,7 MiB, extracted 1,7 GBYou can download it here:
http://www.individcore.de/Earlybite/BMS/OsanAirbase-V3.htmlBest regards
Earlybite -
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Wow!! looks great!!
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FYI:
All textures fit together, w/o any border.
Best regards
Earlybite -
Thatās one hell of a job, Earlybite!
Congratulations, looking beautiful.
Makeās me want to remake all of the airbase designs we did for POH so far -
FYI:
Second square and top of 09:
Still all fits together.
Current files size: 149 MB.Best regards
Earlybite -
Hi there!
FYI:
Third square and the āGreat Courtā:
Now the runwaysā¦
(and then, all objects new adjusting, new lightsā¦)
BTW Lights: I will try to make real taxi lightsā¦Oh, current files size is 202 MB, but also 19 filesā¦
Still all textures fit together, except two lines, maybe two, three pixels besides ā¦So, on to the runways.
Ah, and thanks to you all for your Thanks, gives power for the way.
Ok, best regards
Earlybite -
@Nuno:
Thatās one hell of a job, Earlybite!
Congratulations, looking beautiful.
Makeās me want to remake all of the airbase designs we did for POH so farReady for action!!! Letās do it.
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Hi!
FYI:
New runways
Tire tracks (Google translation for Reifenspuren) are self made.
First for the important placesā¦DDS-files: 37 (all 4096^2 and smaller), 27 for taxiway and runways
Files size, complete: 308 MB (from previous ~ 450 MB)
Until two, three little places, and small differences, all textures fit together and āthank godā not at important places.
Only the adjusting with the F4-BMS Editor is a little trickyā¦, maybe the placement ability will get finer in future.Ok.
Osan Airbase:
(compare to the pic in #1)
Still much to do. Lights, buildings etc. adjustingā¦a.s.oā¦
Best regards
Earlybite -
Results are good. Congratulation Earlybite.
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Thank you, sir.
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Waiting very much to
tastetest it ! -
:bdance: