Modelling Organisation
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What about the Red Heavys?
Tu-95, Tu-16, Tu-22, Il-74/76/78, etc…
They could need an update too, no?IMHO except Tu-16/H-6 (which variant exactly?) and Il-76/A-50 they are not important, because they have 0 role in campaigns and anti naval warfare cannot be modedel. We do not have radar guided AG missile, ships cannot engage AS/AG missiles but we have bubble issue… Their jammer have the same effectivness as small fighers, ect.
Form my ascpet at least two (three) different MiG-21 model should get very, very high priority.
- MiG-21PF/PFM, one wing HP on each wings. AA armament is only 2xR-3S (AA-2A) ir guided missile, without internal gun.
- MiG-21MF, two wing HPs on each wings. AA armament in only 4xR-3S (AA-2A), internal gun with 200 rounds. Only very limited qty. of Soviet MF could use R-3R (AA-2C), but this should not be modeled.
- MiG-21bis, if you wish save time you can use MF’s model or MF can use 3D model of bis. There were only slight differences between two AC. (There was more than one type of bis, bisAP-1 and and bis-AP2 have more antennas because of advanced naviagtional system) All bis had better radar, than other version. It had R-13M (AA-2-2), nitrogen coolded IR missile, R-3R (AA-2C) SARH and R-60(M) (AA-8) IR missiles. On outher wing HP in could carry paior of R-60s or 490 drop tanks. (Drop tanks were rarely used on wing HPs.) Gun ammo capacity was increased to 250.
These models, independent DB entries and unique dat fles (FM) are required for each subvariant to model the different versions with different capabilites.
Next AC family on red side is MiG-23. At least three different should be in DB to model the differencies concerning on different main parameters. (Empty weight, fuel qty., thrust, high AoA performance, weapons and radar)
- MiG-23MF
- MIG-23ML
- MiG-23MLD
RBK-250 should have size correction as I can remember.
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What about the Red Heavys?
Tu-95, Tu-16, Tu-22, Il-74/76/78, etc…
They could need an update too, no?The original list posted was in priority where the most seen aircraft in a campaign were given higher priority.
When Those are sorted I will start to expand the list. In the past people have modelled their favourite aircraft instead of the ones that are actually used in a campaign, we are trying to do it differently this time.
Regards
Dave -
The original list posted was in priority where the most seen aircraft in a campaign were given higher priority.
Good apspect, but in this case I do not understand why is on the list the B-1.
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I think that the heavies all require some attention. The B-52 will probably be operational longer than any of the current active fighters, including the F-22. The B-1 and the Chinese/Russian heavies will become interesting when a hitbox are included on the cruise missiles.
Then there are all the missing planes. On the south side the TA-50/T-50 is operational in numbers, and we are also missing the P-3 Orion with derivatives. Then there is the different Boeing 737’s, with the AWACS and the P-8 Poseidon. The Russian Tu-22 M3 would also be nice, and some passenger planes/business jets for some cool TE scenarios.
I really enjoy the art you 3D wizards are producing. It’s hard to catch it in the merge with a M-23, but I really have enjoyed Jan Haas’ C-130 crew and their cockpit work while holding on the ramp. Life on the air bases, makes things so much nicer.
Thx to all of you !!
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Would it be possible to add a column to those tables for a link to the model Progress thread ?
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Somebody has interest to build choppers? There are only these in the TacRef:
When I made the lists in the first post I chose them based on how prevalent they are in the standard campaigns. It appears you have just listed all of the helicopters. Which of these are used regularly in the campaigns? I wouldn’t like someone to start building a Lynx for example when a future database tidy may remove things that are not needed.
Regards
Dave -
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Hi all,
I would like to get involved in skins SQN, Anniversary and Custom, but need a tutorial on how to do it and software that is free to download that will enable me to create and hand over to BMS.I don’t know anything about this so would need help getting started can someone create a tutorial and make it a sticky for other members to get involved.
I have some good idea’s especially for those that love “Formation and Aerobatic Squads”, like myself.
**Regards,
TAGMAN**
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Long time no update, Dave mind bringing the list up2date? Consider my BMP1 put on halt right now… think i would have to remodel it from scratch
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If the list is brought up to date I’d be interested in seeing which models were still outstanding and I might lend a hand in getting some of the smaller stuff done.
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The list is up2date
Just pick something you want to model and Dave will put your name on the list asap.
If you picked something a WIP Thread would be great
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OK, well it’s been 3 years or so since I did anything serious in 3ds max so I’ll see how quickly I can pick it up again. Had a quick play tonight and doesn’t seem to have changed much over the years.
Any chance of getting a model of a vehicle created in 3ds max so I can examine the level of detail required? I just had a quick play around at creating a wheel and managed to get nearly 1000 faces :rolleyes:
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Better idea:
Pick a model, look out for reference pictures, examine what does make the vehicle or whatever recognizable (what’s the first thing coming to your eye when looking at the ref picture)
Then start modeling, first rough out the basic proportions with basic geometry… cubes, blocks spheres etc…
Create a WIP Thread and provide pictures there so me and the other guys already involved in modeling can give you a helping hand!
No reason to take a look at already existing models
Try to aim for an oveall Triangle count of 3000
If you got any more questions feel free to drop me a PM
OK, well it’s been 3 years or so since I did anything serious in 3ds max so I’ll see how quickly I can pick it up again. Had a quick play tonight and doesn’t seem to have changed much over the years.
Any chance of getting a model of a vehicle created in 3ds max so I can examine the level of detail required? I just had a quick play around at creating a wheel and managed to get nearly 1000 faces :rolleyes:
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Sure, sounds good. I’ve been looking at some of the vehicle models needed, they seem fairly basic geometry wise once you break them down into individual components. Curious to what the triangle count for the vehicles in the original game is.
I’ll probably get a model near completion before posting anything about it, mainly just to get my head back into 3ds max and make sure I’m committed to it.
Man, I played this game to death back when it was released. I play it now with this mod and can’t believe it’s the same game, a game that’s 14 years old. Props to everyone involved, an amazing accomplishment.
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Fair enough…
If you have questions regarding the topology etc or if you just need someone taking a look at your WIP send me a PM
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I’ve had a dig around but the shader files are all encoded.
Just wondering if we have access to a specular control map on the diffuse maps alpha channel for the main aircraft diffuse surfaces?
How about normal maps, any shaders that implement it or are you trying to avoid it due to the high texture loads from terrain already?
Where are 3D object material properties (specular strength, glossiness, texture reference etc) stored? Within the 3D object file?
I’d like to make some content for Falcon BMS, but I get this feeling you are optimising for the campaigns based in the 70s/80s and not so much the modern stuff? I liked the idea of a nice Eurofighter Typoon that is all.
Many thanks
Dave
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@Mr:
…I’d like to make some content for Falcon BMS, but I get this feeling you are optimising for the campaigns based in the 70s/80s and not so much the modern stuff? I liked the idea of a nice Eurofighter Typoon that is all.
Many thanks
Dave
Stock campaigns (KTO) are representing today’s hardware, if it’s available in the 3d database of course.
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Ah that’s cool then, thanks Moort.
So a Eurofighter Typhoon would be welcomed if I get one completed soon ish.
Would be nice to know some specs of what can and can’t be done so I can optimise things, probably mostly for the interior. I’ll set up a WIP thread once I get going then I can ask the relevant info at the relevant points
I’m also looking forward to tweaking the flight model. I guess this is where getting as much material as possible helps to make sure the virtual model apes the real thing where you have the material to make such checks!
Thanks
Dave