Balkans Objects Features
-
Great to hear about your progress! I love all the fine details of your work; especially both trucks and the brick wall in the last one.
Cheers, KlausHaha, you are just one new lover of the awesome work by Master “nove”….
Don’t bother, WE are a lot of them. Count me also :mrgreen:
Nikos. -
WIP Cervia ? Cervia DONE ? Up-loading right now new update ? who knows … :rofl:
-
Haha, you are just one new lover of the awesome work by Master “nove”….
Don’t bother, WE are a lot of them. Count me also :mrgreen:
Nikos.Hi Nikos :-). Thanks for your warm reply. Yes, I’m rather new in the BMS 4.33 world. But i must confess, that I’m also a new fan and big lover of the entire BMS community/developers.
I mean, this is just freakingly awesome: Just spent close to 7 Euros on steam for original Falcon 4.0 and got ALL T H I S FOR F R E E oo:o. No worlds for this!
Remember (for example): The team from LM stumble around for over years now to get Prepar3d working on 64bit and less CPU dependent - and this bunch of genius guys completely overhaul an old machine from the year 1998 by their own, during their spare time for free and make it working on 64bit including all this new features - excellent performance including (at least on my system and with right settings in NVI) …. and obviously are still " hungry" doing it better ???
Believe me: I would by one of the first in line (and certainly others too) who would pay for this wonderful rendition of a combat sim.
Best wishes to all of you
-
new version READY
if someone like to try ( THANKS ! ) PM me
only TACTICAL ENGAGEMENT , UNSTABLE DATABASE ( WIP … and if someone " like " to help me )
-
sightseeing in Cervia
-
-
new version READY
if someone like to try ( THANKS ! ) PM me
only TACTICAL ENGAGEMENT , UNSTABLE DATABASE ( WIP … and if someone " like " to help me )
Have you asked for them? Here comes the Cavalry, mate! :lol:
As it seems, good times are coming backWith best regards,
-
Now we need a real pilot to make the same route and upload the video… :lol:
I’m sure that smoke stack doesn’t produce so much smoke in real. Nove you are over polluting with no reason…
-
NEW deep revamping for an “old” airport project
WIP PESCARABase : done
Taxiway : done
Runway : donetextures : done
UV MAPPING … let’s see :rofl: -
-
http://i45.photobucket.com/albums/f82/lazystone/Smileys/sCo_huhsign.gif
http://i45.photobucket.com/albums/f82/lazystone/Smileys/sSc_megaeek.gif
What happend?
… was already texmapped correctly and done, No? http://i45.photobucket.com/albums/f82/lazystone/Smileys/headscratch.gif
Cheers,http://i45.photobucket.com/albums/f82/lazystone/Smileys/hat_3.gif
LS5 textures instead 14 , need some work
-
Are the textures o.k.? Because in the photo seemed messed up…
Nikos. -
he merged the textures and applied them with current texture or uvw mapping thus the result. he will have to remap for the new textures. for buildings it’s kinda easy and maybe better… for some unique areas like in flats u can have 2-3 common areas for the back and it gives plurality.
Nice going nove…
it’s getting better and smarter and faster for the engine. don’t go low on the resolution go high m8, don’t forget the high resolution folder. So you can have one high let’s say 8096x8096 and a smaller one if you like for those that can’t cope with.
-
NEW deep revamping for an “old” airport project
WIP PESCARABase : done
Taxiway : done
Runway : donetextures : done
UV MAPPING … let’s see :rofl:That restaurant, Gio’ where is that blessed restaurant I already told you about last time :rofl:
PM inbound.
With best regards,
-
WIP PESCARA
U2
as you can see , a lot of work to do … :bdance::blowpar::drink::headb:
-
-
Oh! Nove,why to go to real air bases? We are with your features !!!:p
-
Looks insane… thx Nove
-
Looks great, Looking forward to flying into that base…Cheers
-
WIP PESCARA
https://s17.postimg.org/dynlqnswf/2016_10_11_200045.pngThe last pic gives me an idea… that ground crew figure with flashlights…
1. far lod > figure hands down, lights down.
2. getting closer lod > figure hands up/lights up.
3. even closer lod > figure right arm circling, left hand direct to hanger.
4. nearest lod/lod1 > hands/lites down, whole lod uses billboard? nodes make it always face at viewer/sim pilot.