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Everything posted by DSabre
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************************************************************ This addon is now part of a larger mod. See my signature. ************************************************************
- 30 replies
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- 10
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Heya, here's my light configs we were talking about:
- 391 replies
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- 1
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- navy
- electronic attack
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(and 2 more)
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I have made a bunch of cargo planes already So prolly not, or a cargo version for looks again maybe, if someone gives me a texture. I was rather thinking about a luxury version, like a small countries Airforce One. With different rooms and offices and a bar or something. That is far off and has about 20% chance of happening though, would be nice for a static version
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Fresh from the config: for the An-12 the animations are: class door{source=user;animPeriod= 2;initPhase = 1;}; class ramp{source=user;animPeriod= 2;initPhase = 0;}; class ramp2{source=user;animPeriod= 2;initPhase = 0;}; class ramp3{source=user;animPeriod= 2;initPhase = 0;}; note that it can be 1 or 0 for the closed state, depending on the part the An-22 has no interior yet- and I probably won't make one. I might even deactivate the ramps/doors on it depending. class door{source=user;animPeriod= 2;initPhase = 0;}; class rampin{source=user;animPeriod= 2;initPhase = 0;}; class rampout{source=user;animPeriod= 2;initPhase = 0;}; So in the plane's init, or inside a script it's : this animate ["door", 0]; this animate ["ramp", 1]; etc
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************************************************************ This addon is now part of a larger mod. See my signature. ************************************************************
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yes they are high poly in arma terms. I better not show you the cockpit gauges : ) tbh my plan was to simply not have any seats in LOD1 but you gave me this idea It's more my style ; ) I might copy paste the old cushions and reduce the edgeloops as you suggested, but that is probably as far as I will go. Interesting links, ty. That will be useful. (I never had any fps issues with Helijah's models on my machine so far). ... ... .. PS: after a few simple oxygen only manipulations I got this ~100ish Points/Faces, not bad. Thx for the inspirations
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yes thanks for reminding me. Didn't think of it but tha'ts the way to go for the seats here. I made heavy use of proxies in my C-130 port. I proxied about anything from seats to droptanks to JATO boosters etc. That was over one year ago so i forgot about proxying seats :D Another advantage is that you can make many different versions of one plane by animating them with show/hide in each versions config with one simple line. It is what I use for my Do-228 navy version too, or the T-28s weapon pods and weapon pylons. Had no adverse effects so far with the bouncing, I even use the vanilla notebook, phone and map proxies in the An-12s and S-38s interiors. 843 points, 828 faces for the 3 seats here and I am aiming for something around 102 passengers currently : )
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i have no plans for that, there is a F-5 in the brazilian armed forces addon though, if I am not mistaken
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@nodunit ty, that is some really good advise and probably helpful for others here too! Since these planes are all ports they are uv mapped already, but some maps are not so ideally for our specific needs in Arma. So that is a good idea, I will have a look at it. I use the sharp edge feature now and then when I do some detail work on cockpits and other things, but so far did not really have an eye for these details in other parts. good idea Will keep an eye on that for the future updates of my planes too. There are a few substantial differences between arma and flight gear though. In flight gear there seems to be no bumpmapping or diffusion, nor any poly limit : ) Finer details are actually done with 3d models. I sometimes remove them due to the rather high poly count of all these ports (screws,bolts, knobs, switches). Some of the rotary engines for the biplanes went up to 80000 faces alone, so i had to remove them. Which is a pity cause they looked awesome . On average I am between 15000-30000 points/face per LOD. I am glad we have the different view LODs - that helps a lot...And the recent removal of the 30000 limit for buldozer made this 737 and the An-12 possible without much headache : ) the 100something seats alone hit the 30000 ceiling if i do not strip them down a little ; ) @hcpookie I did not notice a real hit on my fps. Just did a round around stratis with 100 passengers and without passengers. They are actually visible in the LOD1. If it turns out to be a problem we could deactivate cargo proxies in LOD1 too @joker It was a quick job to check the reflection characteristics, but I might include it in the final version, after adjusting it a little : )
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v 0.7 available on steam added reflext sight, adjusted crosshair
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version 0.8 available on steam -fixed texture path in a proxy object -added copilots instruments animations
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You can re-arm it with anything you want. Just use commands like these: this removallweapons, this addweapon xy, this addmagazine xy etc : )
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Yes it is the bump map. I either manage to extract the bolts and bits from the original texture and copy/paste onto a plain layer, or i paint them by hand. Then i use a gimp normalmap plugin to create the normalmap. pretty easy actually. Painting/Editing I do with paint net or gimp. For the smdi's (reflection basically) I have a dull and a shiny template and copy/paste depending if i want to have a certain region of the texture dull or shiny. That is a pretty crude approach but it works for me
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Right now I only have a generic nohq and smdi map. For the An-12 and Do-228 I had to paint new ones from scratch, a task I am not looking forward to repeating very soon : )
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currently redoing the cockpit with some spare parts of Helijah's Aermacchi : ) new reflex sight going to update soon
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but i have no tractor yet : O don't force me to make one lol. no idea how to build ground vehicles : D
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thx for dropping in nodunit, currently just playing around. Remapped the interior with objectbuilder itself. I cut/pasted the interior into an empty p3d and hit the uv button. That way I can get an uncluttered simple uv map, adjust it to my needs and export as emf file. Then I actually use paint net and gimp for painting (this is just a 15-30 minute job though so far, and I actually not plan to go overboard with it too :)) Thanks for the advice, I will play around with the blue values. It does not come out on the pictures, but it is fairly glossy on the outside, similar to the An-12. But for an airliner, yes it probably makes sense to up it a bit more even. PS Been playing around with the values and smdi textures. Made a quick dark livery, to check the base color influence, and it is super glossy. I think the main reason it does not come out is that the plane up there is white. Any idea how to add some reflection to the white surface? I could make a special rvmat and add to all white based textures without harming other versions.
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yea grumpy passengers those ones : ( maybe because the cabin looks so dull and they had no seats : P working on it not directly first class, still it's an upgrade might fit a little kitchen in here
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well, we only have a -100 for now. Which is fine for me. I might make a fantasy version by adding other engines and some winglets, so it can fit in modern scenarios as a generic airliner, maybe even some sort of generic red/greenfor awacs as a mission target (defend/attack). I am experimenting with static versions too, to place on the map and walk around inside.
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Yea I don't know, somehow I had a look again : ) And it's not so large as I was thinking, it's actually smaller than the Antonovs That AWACS looks interesting, maybe. As Pinaz pointed out we only have old style engines for now.
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yes I was thinking of a plane like that, Wonder if i can cut those meshes in blender somehow, so I can add that animation to it. Something else, with all these huge aircraft recently, I have added a tiny follow me car : )
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slowing down a little, as the weather is finally getting better here : ) a few teasers nevertheless: boarding test
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It's fine - i remove some parts sometimes, like screws or switches. In pilot view LOD I delete the parts of the plane the pilot can not see and save a lot, in LOD 1 i might not add them or add a simple mock up texture like in the An-12. It depends
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If we had some animation for someone sleeping/lying down we could make an ambulance version. Was thinking about that for the An-2 or the Piper Cub actually. ...Hmm we could use the generic playActions, like "passenger_injured_medevac_truck01", "passenger_injured_medevac_truck02" etc. ...a few minutes later : ) it works would probably be a bit more comfy in the pilatus : )
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Small update, got around to setup the gear animations and reassign the avionics textures and glass layers A nice way to save time is to cut/paste the items you are working on into an empty LOD 1 That way they can be set to show up in memory LOD, makes it easier to define the moving axis same for the avionics, removing the glass parts (cut into another layer) then re-assigning the textures for the gauges one by one once finished it can simply be copy/pasted together : )