@repvez
those PDF might help …
https://wiki.falcon-bms.com/en/tutorials
Cheers,
LS
@repvez
those PDF might help …
https://wiki.falcon-bms.com/en/tutorials
Cheers,
LS
@AWACS334
I … can’t use blender!
You could use blender, but just not export the 3D models to BMS as yet.
A blender exporter for BMS is almost done and will see lights of day next year for sure.
Cheers,
LS
Reading the sticky post could help?
https://forum.falcon-bms.com/topic/25457/3d-models-creation-tutorial
Cheers,
LS
@Pars42
probably the last time one see the agressor skin on that F-15 3D model.
Thanks for the pics!
Cheers,
LS
@Crassus
only a higher texture resolution will get you a better line quality. (more pixels on the bitmap texture)
Ohh, and you should save .dds always with mipmaps…
@Crassus
DDS is a bitmap format, not a vector format.
So your vector line will be always converted to bitmap.
I suggest to read basics of vector vs. bitmap on the www
to understand better.
Cheers,
LS
Glad you’ve got the canopy fixed!
And excellent 3D model and skin as usual by you!
Cheers,
LS
@repman
That looks better!
If this would be my project, then I would even give
the air condition box more love. (as real as it gets)
And would maybe add a few “labels” under the left antenna like in your RL pic, … even if the labels are “lowres” and we can’t read anything insim.
But yes, … looking good already!
Cheers,
LS
@repman
I can’t use notes but I can tell you what I see.
On RL pic …
Why not add (paint) those small details ?
The geometry which holds the decals should be a simple quad shape, ontop of the wing geometry.
So I think your best chance would be to “rotate” the UVW mapping of the problematic parts
in LodEditor.
@ccc1tw
AFAIK hitbox behavior(s) are same as before, … we can “just” cover the AC shape better.
Also AFAIK max. 5 hitboxes can be added in OFM.dat atm…
Cheers,
LS
That texture folder and the “last” .dds WAS to keep compatible with old tools.
Now with the DB bigger than 2GB no old tool will
handle it, so the texture folder and last .dds is obsolete.
Cheers,
LS
<p>@repman <br /><br />Nice to see that you’ve solved the issues and your work can be seen insim now! <img src=“/plugins/nodebb-plugin-emoji/emoji/android/1f44d.png?v=gcfd8gb1ch8” alt=“” class=“not-responsive emoji emoji-android emoji–+1” /> <br /><br />There are still a couple of things to do until your model is fully ready.<br />- Adjust dimensions in your parent.dat to those fitting your model<br />see the script video I’ve posted earlier, and/or read about “Radius” and “BoundingBox” here<br /><a href=“https://benchmarksims.org/forum/showthread.php?6009-3DS-Max-Exporters-for-BMS” target=“_blank”>https://www.benchmarksims.org/forum/showthread.php?6009-3DS-Max-Exporters-for-BMS</a><br /><br />- lower LODs, … maybe just the main box of your model, with everything else removed.<br /><br />- damaged and destroyed models are needed for “Features”, please read again:<br /><a href=“https://benchmarksims.org/forum/showthread.php?7220-Modelling-Organisation” target=“_blank”>https://www.benchmarksims.org/forum/showthread.php?7220-Modelling-Organisation</a><br />Sadly I’m not into “Features” modelling, so I can’t add much here.<br />Maybe look at existing 3D models and textures to see how it’s done.<br /><br />- maybe add another 3D model to your texture, because one model only on a 2048² pixel<br />texture is a bit of waste.<br />Your latest WIP would fit nicely, I think.<br /><br /><br />- Optionally, … and for my personally taste, your model looks to clean (fresh painted)<br />so some weathering and dirt would be nice.<br />… maybe some overall weathering, and then additionally some “Bird-Dirt” on the top, and some<br />gently mud on the “Socket”, … will look like more used, standing there for a while already…<br /><br />Cheers, <br />LS</p>
<p>@Mike_Bravo <br />Google for student version of 3DS MAX.<br /><br />Cheers, <br />LS</p>
<p>@repman <br />IIRC you’ve created your initially 3D model in another software and then imported/loaded<br />that one into your 3DS MAX.<br /><br />The units setting in 3DS MAX are important and should be set before you <br />import a 3D model from another software.<br />(on open/load a file you can pick “System Units” or “File Units”)<br /><br />This is the reason why your object get to tiny in size and can’t be seen insim.<br /><br />There is no tutorial for this, because usally we (most of us) create our 3D models in <br />3DS MAX AND take care of the correct size of the object.<br /><br />As said, your .LOD is to tiny, to small in size.<br />So scale your model to correct RL size in 3DS MAX and export again.<br /><br /><br />Anyway, you’ve spent 10+ hours and give up now, where I think you’re close.<br />So I’ve wasted my time as well, while trying to help, … also on PM. :(<br /><br />Some Falconeers have spent way more hours to get a solution for a problem.<br />If those gents gave up that fast, then Falcon BMS would be dead since long.<br /><br /><br />@ccc<br />measure his LOD in LE, it was just approximately 0.08 feet high,<br />… way to small to be seen insim.<br />(but I’ve not looked at his latest files)<br /><br /><br />Cheers, <br />LS<br /></p>
<p>@repman <br /><br />To bad you give up now, as I think the solution is in my last post.<br />Your model is simply way to small in size.<br /><br />Cheers, <br />LS</p>
<p>@parislord <br />Those doesn’t exist, I’m sorry.<br /><br />I have some PSD which are 800 -900 MB each (S/PM) with multible variations in there,<br />like cockpit colors (gray or blue), helmet art, roundels … and lots of grab.<br /><br />That many stuff that I’ve some problems myself to set the correct layers for the various skins.<br />Please understand that I don’t want to share those not optimized source .psd to the puplic.<br /><br />Maybe I’ll do some templates in future, but no promises …<br /><br />Do you have any specific skin in mind?<br /><br />;)<br />Cheers,<br />LS</p>