OF mods: JanHas, realism patch?
-
Polycount?
-
-
Doohh… Not even 1k…
-
This has put the modded folder project on hold until release of the new Jan Has models!! As usual Jan, your work is tier 1!!
-
+1
your work is great !
-
New patch now…!!! :munch:
-
At the moment I’m skinning the new P&W engine. I will post some screenshots when it’s skinned (now at 50%).
-
At the moment I’m skinning the new P&W engine. I will post some screenshots when it’s skinned (now at 50%).
Keep rolling Jan :p.
Nikos. -
Hello, Jan
I have a problem I’m hoping you can help me with. I’m trying to install your F-4 Phantom models and I can’t edit the hardpoints as per your instructions.
The problem is I’m using BMS Editor instead of F4Browse, which won’t work with BMS 4.33 U1 (upon clicking on falcon4.fed and selecting KoreaObj.lod, an error message appears). In F4Browse, I could add the hardpoints and manually specify the number in the “number” column to allocate “1” to the first hardpoint, “2” to the 2nd one and so on, but BMS Editor doesn’t seem to allow for manual input of the position numbers, so even if I add the hardpoints from scratch, the first one will always be “0” rather than “1”.
Do you know how to overcome this?
Many thanks in advance.
-
http://www.launchvipers.com/bmsv33.html works in BMS 4.33.1 ?
-
http://www.launchvipers.com/bmsv33.html works in BMS 4.33.1 ?
He’s updating and creating new stuff to be compatible with 4.33.x Not ready yet but he’s shown some screenshots of things in the forums.
-
clear. We will wait for the news.
-
At the moment I’m skinning the new P&W engine. I will post some screenshots when it’s skinned (now at 50%).
How about a tiny wee update? Just saying…
-
Hi Guys/Girls,
An update… first of all the good news. I’m still working hard on the F-16. After being side tracked for a couple of weeks… The bad news is that I have run into the issue of Lod Editor running out of steam when I get into the 80/90k normals range. When I calculate the shaders for the new part the program stops working. Saving in that range also destroys the LOD file. The exact number is still unclear to me. That puts a dent in some of the detailing I was working on. That super nice main gear bay with is one of the victims. There has been some external testing and the F-16D model with it’s 60k normals/poly works very nice in the sim. As far as I can tell the fps hit is not really noticable. I have a pretty decent system, so results may vary.
About the MLU. Except the main gear all other parts have been added. It’s in the same stage as the F-16D model. I’m also now using the F-16D texture, so no more a lot of seperate textures but a few large one’s. I also have optimized the texture lay-out. For example, all gear parts are on one texture, so it’s only loaded when the gear is down. Top skin is on one texture. Now I have added the new parts to the MLU I will check and see how much poly’s / normals before it crashes. With a 5k reserve for additional details like CFT’s and antenna’s (F-16I) I will know how much poly’s I can use for the main gear. I will add the parts from a seperate main gear model from high to low priority. As a back-up I can add the pipes like I did with the front gear: layers of transparent poly’s with the pipes painted on. I have also made cpu a bit faster, let’s hope it pay’s off. Now some screenshots…
A small thing to remember for all you friends. If you run into problems with my models/skins, contact me via e-mail. I’m hard at work in my cave and sometimes I don’t check this site for weeks because it’s a distraction for me… If you have a problem/request-> e-mail me! That way you will have a reply within 24 hours… -
Hello, Jan
I have a problem I’m hoping you can help me with. I’m trying to install your F-4 Phantom models and I can’t edit the hardpoints as per your instructions.
The problem is I’m using BMS Editor instead of F4Browse, which won’t work with BMS 4.33 U1 (upon clicking on falcon4.fed and selecting KoreaObj.lod, an error message appears). In F4Browse, I could add the hardpoints and manually specify the number in the “number” column to allocate “1” to the first hardpoint, “2” to the 2nd one and so on, but BMS Editor doesn’t seem to allow for manual input of the position numbers, so even if I add the hardpoints from scratch, the first one will always be “0” rather than “1”.
http://imageshack.com/a/img921/9631/ES9jDz.jpg
Do you know how to overcome this?
Many thanks in advance.
I haven’t had/made the time to get out of the cave. I will check it in the first half of the new week. It would be nice if BMS just would fix this issue… Try adding a gun with no ammo as 0 and add the rest. I haven’t checked this solution, it’s just what pops up in my head at the moment…
-
Hi Guys/Girls,
An update… first of all the good news. I’m still working hard on the F-16. After being side tracked for a couple of weeks… The bad news is that I have run into the issue of Lod Editor running out of steam when I get into the 80/90k normals range. When I calculate the shaders for the new part the program stops working. Saving in that range also destroys the LOD file. The exact number is still unclear to me. That puts a dent in some of the detailing I was working on. That super nice main gear bay with is one of the victims. There has been some external testing and the F-16D model with it’s 60k normals/poly works very nice in the sim. As far as I can tell the fps hit is not really noticable. I have a pretty decent system, so results may vary.
About the MLU. Except the main gear all other parts have been added. It’s in the same stage as the F-16D model. I’m also now using the F-16D texture, so no more a lot of seperate textures but a few large one’s. I also have optimized the texture lay-out. For example, all gear parts are on one texture, so it’s only loaded when the gear is down. Top skin is on one texture. Now I have added the new parts to the MLU I will check and see how much poly’s / normals before it crashes. With a 5k reserve for additional details like CFT’s and antenna’s (F-16I) I will know how much poly’s I can use for the main gear. I will add the parts from a seperate main gear model from high to low priority. As a back-up I can add the pipes like I did with the front gear: layers of transparent poly’s with the pipes painted on. I have also made cpu a bit faster, let’s hope it pay’s off. Now some screenshots…
http://www.janhas.net/Images/Teaser45.jpg
http://www.janhas.net/Images/Teaser46.jpg
A small thing to remember for all you friends. If you run into problems with my models/skins, contact me via e-mail. I’m hard at work in my cave and sometimes I don’t check this site for weeks because it’s a distraction for me… If you have a problem/request-> e-mail me! That way you will have a reply within 24 hours…Wow!! Janhas, thats awesome work. Im pretty sure, you will solve this challenges with ease, as you are a absolute pro! Thanks!! [emoji144]
-
Keep walking Jan… :drink:!!!
Nikos. -
I have checked the F-4D armament issue and how it can be fixed with the BMS editor. I have added the jpg and instructions to the v2 package.
At the moment I’m working on the F-16’s main landing gear dof’s…
-
Thank you so much, Jan. That did the trick
-
Sooooo, Jan…