OF mods: JanHas, realism patch?
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Maybe I missed it in the readthrough but how about license plates?
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:bowd::bowd: -
JanHas, if you’re reading this, don’t forget to update the Block 52+ F-16D, please!
(old screenie from OF4.7)
Conformal fuel tanks on this baby would be a nice bonus, IMHO…:mrgreen: -
I won’t forget the 52+…
I’m now in the process of importing model parts and fixing the lighting issues with the model. In 3dMax the model looks good but when imported into F4 all sort of lighting issues will show up. F4 is less forgiving in that area. If not fixed you will have all sorts of dark and light spots on the model. See the examples of you standard bms F-16 if you don’t fix the lighting/model…
Here is a screen shot of my model in LE… much smoother and not only because of all those extra poly’s…
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Jan, check to see that you don’t have duplicate vertices. Another thing you can try is to autoshade parts of the model in LE separately.
IIRC, I never autoshaded the entire model because of the problem with vertex shading. I believe when BMS edited the models, they must have autoshaded the entire model resulting in the shading issues.
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@ JanHas You have an email mate
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WILL THE NEW MODEL HAVE AN IMPACT IN FPS?
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I won’t forget the 52+…
I’m now in the process of importing model parts and fixing the lighting issues with the model. In 3dMax the model looks good but when imported into F4 all sort of lighting issues will show up. F4 is less forgiving in that area. If not fixed you will have all sorts of dark and light spots on the model. See the examples of you standard bms F-16 if you don’t fix the lighting/model…
Here is a screen shot of my model in LE… much smoother and not only because of all those extra poly’s…
Isn’t that a normal issue with model or your saying there not enough poly’s to support nice normals in game .
I found texture/model work when looked in max always produced a reduced output in Dx9 , not sure if this is compression issue or just something the way max displays things vs Dx9 (I think part is all the dx9 affects compared to dx7 tend to soften/degrade detail a bit) .
PS: I am talking in general , not specific to BMS (Have not done anything).
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Modifying an existing model in LE always fucks the normals. It has been like that for ages.
The only solution is to redo a normal and smoothing calculation. But it’s an automated task and is based on angles between polys. So the result is not always like you want.The best way is to build a new model, export it with WD’s tool and never touch it again in LE.
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Not the best pic but you can clearly see TGP installed and no light on the NLG door
http://www.162fw.ang.af.mil/shared/media/photodb/photos/110509-F-BV487-040.jpgI was wrong, here is a pic of block 25 with AAQ-33
http://www.f-16.net/gallery_item260925.htmlI thought block 40 and up had the light on the nose door. I never seen a block 25 with the light on the nose, only on the mlg. That jet is a 85 so it’s not a block 40.
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I thought block 40 and up had the light on the nose door. I never seen a block 25 with the light on the nose, only on the mlg. That jet is a 85 so it’s not a block 40.
The two link I posted there were for the TGP. USAF block 25 do not have the mod for Landing light nor taxi light on the nose door. So you are correct but I never said anything to the contrary. Before the first link (as you quoted it)
…and no light on the NLG door
With that said, and like my sig reads, there are some block 20 with the mod.
Here are two block 15 converted to block 20;http://www.patricksaviation.com/files/photos/full/27654_21175.jpg
http://www.patricksaviation.com/files/photos/full/33162_34424.jpg -
I have try adding DOF’s but i can not write number. There is a problem with WD plugin or tools?
Also how i change poly type in 3dsmax?
Thanks.
@Buzzz:Modifying an existing model in LE always fucks the normals. It has been like that for ages.
The only solution is to redo a normal and smoothing calculation. But it’s an automated task and is based on angles between polys. So the result is not always like you want.The best way is to build a new model, export it with WD’s tool and never touch it again in LE.
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Jan, perhaps useful for you, drag chute details and different helmets (JHMCS vs NVG) animation.
http://dl.dropbox.com/u/7559899/86DF89W3J7/DragChute.jpg http://dl.dropbox.com/u/7559899/86DF89W3J7/Helmets.jpg
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Unfortunately, I don’t use the last version of Dave’s tool. So I can’t help you regarding the DOFs.
For the ptype, you must play with the material editor. There should be a pdf file in the doc folder, explaining the ptypes. If you don’t find it (maybe I’m wrong), I’ll try to collect the required information and will post it. -
@611-eagle:
I have try adding DOF’s but i can not write number. There is a problem with WD plugin or tools?
I am unable to understand what your issue is from this post. Can you explain in more detail or post some screen shots.
Regards
Dave -
I’m adding DOF’s over model in 3dsmax but not write DOF number in text box. any idea?
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Do you not see this:
Regards
Dave -
Yes sadly right. I’m using 3DS MAX 2011 32 bit. I’m adding DOF’s via LE right now.
Here is the problem: -
Looks like you don’t have the data files installed correctly
In this folder
C:\Users<username>\AppData\Local\Autodesk\3dsmax\2011 - 32bit\enu\plugcfg
There should be
colour.xml
callbacks.xml
DOF.xml
switch.xmlCheck where you installed them.
Regards
Dave</username> -
C:\Users\xxxx\AppData\Local\Autodesk\3dsMax\2011 - 32bit\enu\plugcfg\
I have all them. But NO-GO.
Switch result :