Project Licenses Plates
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I can make that happen for you!
Check out this sweet video. Thanks 38ThSkyRangerCougar for the video. I would love to have the Texas flag and Lonestar Gunfighter skin, but I would like to at least get the “SA” tail like the one on the other jets.
https://www.benchmarksims.org/forum/showthread.php?15460-Find-2-Beautiful-F16-videos -
not sure what to do now… the textures show up fine now thanks to your advice eghi.
I have completed the tutorial but still all falcon shows is the tail art, not anything else… either I missed a step, or the place I chose for the switch was bad…
gonna have another go tomorrow.
EDIT: handy tool that isolate button. found out what my problem is… turns out that somewhere along the way the units must have been screwed up when importing/exporting with 3DS max. I found the missing panels inside the aircraft and really really tiny…
guess I need to go back and start from my first .blk file. kinda obvious I dont know my way around 3DS at all…
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not sure what to do now… the textures show up fine now thanks to your advice eghi.
I have completed the tutorial but still all falcon shows is the tail art, not anything else… either I missed a step, or the place I chose for the switch was bad…
gonna have another go tomorrow.
EDIT: handy tool that isolate button. found out what my problem is… turns out that somewhere along the way the units must have been screwed up when importing/exporting with 3DS max. I found the missing panels inside the aircraft and really really tiny…
guess I need to go back and start from my first .blk file. kinda obvious I dont know my way around 3DS at all…
But you are learning and making progress. And that’s good.
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well, take two didnt fare any better - when I imported the block files back into LE, the polys are really small.
using 3DS max design 2013- has anyone else come across this problem? more importantly, can we fix whatever it is I am doing wrong?
thanks guys.
EDIT: well, seems that 8th try is the charm… okay, so I now lead has a different tail to his wingman… for some as yet unknown reason the wingman does not display his rego number though. lead has one, but it is shiny (wrong material type perhaps?) and needs some editing as to which texture it is linked to (accidentally used a piece of already used texture… oops).
not sure how the number 61 switch works, so maybe there is something there that is stopping the correct display for my wingman. or maybe it is just a texmapping error.
so far this has been very time consuming… getting a completed setup with charlie and delta skins for my wings squadrons is gonna take a while…
EDIT 2: seems that switching system units to feet in 3DS max was the fix for the tiny models incidentally.
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some touch ups to be done, and a whole lot more work besides, but the proof of concept has been successful! seems that somewhere along the way, the previous ones had no polygons for any of the switches other than the first, which was why it was only working for my lead jet.
its working now - although I am worried by how adventuresome the AI pilots are - when I ordered them to close up for a photo, they were very “enthusiastic”…
thanks Eghi!
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Hahahahah… really very close call…
Congrats on that victory.
We’re still struggling with this subject.
Any chances of writing down some tips as an addon to the published manual?
Thanks. -
I could try. I am very new to these tools though, so I am not sure what stuff is “obvious” and what stuff would be sage tips.
I could write down the steps I did, but for the most part all it would be is a slightly more detailed version of what I read out of Eghi’s invaluable list of instructions.
maybe is there a specific part you get stuck with, I could try help with what I did at the time? sorry I did not respond sooner, but I have been in bed with a horrible cold for the last 2 days or so… :sad:
I just about have to restart what I did anyway, as it is flawed - and I feel restarting from scratch is the best bet.
you cant see in that pic, but the other side of the jet has some numbers on the side of the fuselage. seems that the black “empty” piece of texture I was using is an overlay you can add body artwork to. given the size of my numbers, my options are either to make the texture less detailed (dont wanna do that), find another piece of “unused texture”, or add another texture (and I dont know if adding another texture will hurt performance a lot. like I said, I am pretty unschooled with these tools).
Ill probably start again and try a piece of texture that as far as I can tell is unused. I hope.
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Congrats Blu3wolf,
And your the best man for the job. Just start writing or correcting the current tutorial. Great stuff.
Looking forward to it. -
oh. seems Im elected…
well, I was gonna have a quick go before bed tonight - although now I cannt recall the sequence of clicks that got me to successfully export into 3DS max. tomorrow I will start with a fresh install and try again, writing down what I do as I go.
also, the color of the numbers changed between the color you see there and the color actually painted on the texture depending on the angle of the viewer. the actual color was the same color as the lettered part of the tail.
also my attempt at using the same files I had gotten to within 3DS max, to redo the textures, seemed for some reason to change in the same manner - simply not visible from certain angles. it was no visible transition - simply there one frame, gone the next. that was a big part of my wanting to start from scratch… as I am not sure where these errors occurred. as a guess, they could be an issue with how they are drawn? possibly for certain frames they are drawn below the tail instead of above?
at least I have some ideas to go on… but any advice or help is appreciated. also, does anyone know of an online reference I can look up “ptypes”?
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Yep, You’re the elected
Just like ICE said, please write down what you find useful as a manual, don’t mind with what’s obvious or tricky/ difficult to understand… Please do it. -
- simply not visible from certain angles. it was no visible transition - simply there one frame, gone the next. that was a big part of my wanting to start from scratch… as I am not sure where these errors occurred. as a guess, they could be an issue with how they are drawn? possibly for certain frames they are drawn below the tail instead of above?
If I understand your issue, you may want to move your piece of the tail slightly in front of the tail in 3DSMAX (X axis),
or you may want to add a “zbias” - node in front of your license plate nodes in LE.In both cases the licencs plate node(s) will be drawn in front of the tail.
also, does anyone know of an online reference I can look up “ptypes”?
… can be found at the same location like the 3DSMAX exporters:
https://skydrive.live.com/?cid=454d0138a0656698&id=454D0138A0656698!231#cid=454D0138A0656698&id=454D0138A0656698!234Cheers,
LS -
thanks lazystone, is there a tutorial on the use of this “zbias” node?
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http://www.blu3wolf.com/Images/pics/2013-06-30_205204.jpg
thanks Eghi!
That is new position?
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thanks lazystone, is there a tutorial on the use of this “zbias” node?
Zbias Node
The Zbias node is used to eliminate z-fighting, or nodes fighting for front position in the
Z buffer. The z-fighting of runway/taxiway nodes were fixed by adding Zbias nodes before the
first node and after the last node of lod. Zbias is needed on the a/c model logo patch nodes.
Select Zbias in the AddNode window dropdown list. Two Zbias nodes are required. The first
node starts apply the zbias to the follow nodes (by node number sequence, not tree position).
The 2nd node stops offsets by setting zbias to zero. The zbias values range from 0.0 to 1.0.
Usually, zbias values of 0.1 or less are enough to set the nodes away from the opposing nodes. -
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I hope that 3D-modelers interested with this switch:
In the future you will not need to interfere in the LE tree…
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I hope that 3D-modelers interested with this switch:
In the future you will not need to interfere in the LE tree…
In the future?
Creating switches and assign (texmapped) objects (nodes) to it
is alrealy possible in 3DSMAX.Cheers,
LS -
I hope that 3D-modelers interested with this switch:
In the future you will not need to interfere in the LE tree…
+1 with F-5A