Tomcatz ShipYard
-
@Tom:
What Do you think? :headb:
That i need theeeeeeeeeeeeeeeeeem for my MOD!
-
@Tom:
What Do you think? :headb:
Download link? that’s what we think off… wow man respect. great work. Sorry to brake it I believe the source files will be available to the team also…
Man Bonedust must have multiorgasms… the superbug and than this… lol I see Falcon turning to SuperBug… Imagine in that resolution the Admiral Kuznetsof and some kickass naval SU-27 with cockpit to whip those Superbugs ass… LOL//Arty runs and hides from Bonedust… lol
-
Great job Tom. Can you give the landing assist lights (Meatball) animation:p
-
Great job Tom. Can you give the landing assist lights (Meatball) animation:p
Oh yes- I would do that. But In don`t know how to animate in BMS…:(
-
Looks like the Bush CNV 77. Nice model, but the rear looks different.
-
Even though F-16 is not optimized to kill ships… well, yeah it’s boring if you stray to open seas only to find boxy targets. But I would really do that if ships were this beautiful! Heck, I’ll flew close to them for sure.
-
Awesome work. I love the carrier, too!
Never did naval ops before - but I’m sure, I will in future! -
Thank you very much.
But I have a big problem:
I exportet my M978-Tanker model into BMS. But the tanker used the textures of the Triconderoga. After I replaced the textures with the LOD exporter the Triconderoga had the right textures and the tanker used the wrong Ticonderoga textures. Everytime when I tryed to fix one model the second one got the wrong textures- They switched every time.
I renamed all parts in 3ds, I made sure that I named all materials with seperate names- now I really have no idea what to hell is going on here. So I hope there is anybody out there who can give me a sollution for my problem, please. -
You should assign different skin numbers through LodEditor for the conflicting models.
-
@Tom Catz:
Each model has unique texture identifiers. The textures are labeled xxxx.dds where “xxxx” is a number. If both models are using the same texture number, then whatever is loaded into that slot is the one that the models will use. Texture numbers can be changed in the root node of the model using LodEditor, but it would be easier to use WaveyDave’s exporter for 3dsMax (assuming that is what you are modeling in).
Another thing to consider, if you open a model with the ogglod.exe viewer, the viewer will use whatever texture is in the same directory as the model if there is one. If the texture is not there, it then looks into the BMS textures.
Nice models. There are many threads around the forum dealing with LodEditor.
-
ahhhhh …. okay. A XXXX number for all textures- that was the reason. I renamed all textures and now it works :drink:
Greetings
Tom -
Oh Tom Catz u know me the big bad boy I don’t believe u that u fixed it… U have to prove it…
//Lame way to ask for a screenshot… :rofl: Is there a lamer way than this??? lol
-
Hell- it works :drink:
However- I just started last day with a helicopter because all of modern fregattes and missiles crusiers have a landing plattform and an hangar for two or more helicopters. So they are able to hunt submarines, fly special forces to the beach and make sure the the ship is able to communicate (just like in second gulf war) . They armed with torpedos and sonar bojes- sometimes with air to air missiles. And so I started with the SH-60 Seahawk - Still WIP but here is a small video …
-
That is FREAKING AWSOME, BRAVO, BRAVO, Love it. GREAT JOB man!!!;)
RAM22
-
Holly shait! you´ve got to be kidding me! thats just AMAZING! You sir, are a real artist!
-
Wow …wow …wow …really impressive than you for using your skill with BMS … than you … very impressive.
Spooky.
-
Oh thank you guys- Thank you very much.
So- after I landed my helicopter on the flightdeck I overworked the hulls of the carrier and Aegis cruisers. Well- now it looks very fine I think …
-
Again, WOW, you are non-stop……Great job!!
RAM22
-
And here inGame-Tests …
-
Tom,
I’m almost sure your video shows your modelling skills in real time.
… great stuff.
Cheers,
LS