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Everything posted by DSabre
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******************************************************** Secret Weapons Reloaded ******************************************************** Description, Download and Credits are here: https://steamcommunity.com/sharedfiles/filedetails/?id=2710902874 Supporting files: Link to Dropbox folder with texture templates (Paint dot NET .pdn format) 3d models on Sketchfab
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******************************************************** Military Aviation ******************************************************** A random collection of military aircraft - unfinished and disfunctional - only for the enthusiast. Credits and info on the steam page: https://steamcommunity.com/sharedfiles/filedetails/?id=938711359 currently in development for future updates : Texture templates: Pylon System: Aerial Refueling System:
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Sounds good, thanks Steven. Please go ahead and make and upload your version of this. That's exactly the idea here. This upload is supposed to be as simple and basic as possible, so it is easier for beginners to understand, or for the experienced people to use. It's a spin off of my own C-130 and stripped of all versions and features intentionally. What may be helpful is if we post useful parts and code in this thread. I have added the refuel stuff as extra download/ressource. If I come across it I will also post my JATO stuff in here (models and scripts).
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This model was made for Arma 2, can you believe it? Still looking great so many years later. My biggest respect to whoever made this. APL C-130 Modding/learning ressource Here you can download the source files for a simplified version of my A2 C-130 port. With these files you can make your own C-130 mod in a few steps. Even for existing C-130 mods it may be worth having a look as this includes modified textures, materials and a more detailed shadow LOD mesh among other things. Credits: Aplion - for Arma2- Arma3 port tutorial (I would not have been able to get into modding without that!) BIS for this C-130 and the APL Sample Files Tetet for fixing physX after that nerf several years ago. This is perhaps the best implementation across all of my mods. Adapted and ported by [Dust]Sabre License: APL Arma public license. (=Attribution, Arma only, Noncommercial) Don't ask me if you can use it. You can, that's the whole point of this addon. Happy modding. Downloads: Source Files V3.2b Workshop Link Important note if you want to extract parts of the model to update your existing C-130 mod: The models position is shifted compared to the A2 default model as I prefer to center the model around it's RL CoG. The original placing in the 3d space (which probably was done for good reasons) irritated me too much. Compared to the default A2 model the coordinates have been shifted by: X = 0, Y=-3, Z=2. Just do the opposite if you need and everything will fit nicely - or simply shift your model and all LODs the same way . Do not forget to activate "apply to all anims" and to "apply to all LODs" for an easy 1 click update Here is a guide how to integrate this into other mod environments or how to make a separate non conflicting stand alone version: Prerequisites: You need to have installed and set up the Arma Tools and your P Drive and all of that. Some experience with the tools like addon/object builder is required and I won't go into detail here. 1. First you rename the mod folder from apl_c130 to your modder prefix or mod projects prefix, let's call it ymp_c130 as example. For my old mod it was sab_c130. Nowadays I add another sub prefix to specify the mod I am working on. For sabres military aviation mod for instance it would be sab_ma_c130. This step is mandatory. Since you only type the name once or twice and then either copy/paste or let search/replace do the rest it doesn't really matter how long they are. 2. rename all file prefixes, for example "apl_c130_body_co.paa" to "ymp_c130_body_co.paa". I consider this to be good practise and it will make things a lot easier later. Sometimes the truly lazy way is to spend one or two extra minutes in the beginning. This will prevent file conflicts and reduce the chance of pasting the wrong texture over the wrong plane if you juggle many different addons. It also helps with readability, you will be able to find specifc textures or files much quicker if they are set up orderly. Feel free to skip if you're not a lazy person and want to do extra work down the line : ) 3. Open all textfiles with notepad++ or with something equivalent (all hpp, cpp and rvmat files). If you did step 2 correctly - you now have the option to mass rename everything in one click. Search/replace all open files: search "apl_c130", replace with "ymp_c130" (or in my case "sab_ma_c130"). Everything will be updated correctly. if you skipped parts of step 2 you have to at least change the root file paths, the model name, its reference in model.cfg, the path in config.cpp, all relevant classnames, unit[] entries and so on... 4. Open the C-130 p3d with Object Builder, in Menu Tools you can find Mass Texture & Material renaming, copy the following into the first line: apl_c130\apl_c130* this in second, adapt the prefixes as needed ymp_c130\ymp_c130* This renames all paths and filenames in one click 5. in all visual LODs fix the propeller blur proxies (in named selection list, rclick and reassign the p3d file). Ideally fix the first visual LOD, then simply copy/paste the 4 blur proxies into the other LODs (after deleting the old proxies). Do th same in Wreck LOD: reassign the wreck proxy to fix its path. Always make sure to open files from P: drive and not C : drive. 6. Open the other p3d files and fix the paths of their textures and materials (here it's only propeller blur and wreck model) 7. build your addon Optional refueling system ressources (not included in the APL-C130)
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Pretty quiet in here This mod is a bit tricky to update, as my own version is quite different and not easily compatible without breaking things. It could work if I retire a few planes and re-add over time. Apart from that I wondered if I could turn Helijah's T-38 it into an F-5 Took a while till I realised that one is a 2 seater and the other a single seater. On the F-5 the wings are further back and have wing strakes, the intakes are different too. Halfway there. Hawker Hunter project, restarting for the 2nd or 3rd time Same for a DH 112. Lost my old files. They were pretty basic anyway. If I manage to update this the Magister will get a simple interior And the Hawk T.1 also
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Flying Legends P-51s on IFA3's Staszow map (Some IFA3 vehicles in foreground). ******************************************************** Flying Legends (WIP) ******************************************************** Description, Download and Credits are here: https://steamcommunity.com/sharedfiles/filedetails/?id=2012417505 Supporting files: Link to Dropbox folder with texture templates (Paint dot NET .pdn format) Warning: have to fix the bad mapping of the Bf 109 C radiator/oil cooler/intake or whatever that thing is - better do not yet retexture that one till I fix it
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To anyone considering to retexture the Bf 109C : wait a little more till I fix the broken UV map for its chin mounted radiator/cooler thingy
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v 3.2 - added the right side body texture without the fake door - fixed some shadow LOD issues - some more flight model changes - fixed some texture parts that had wrong color - fixed the smdi mismatch where the dark grey areas had uneven values SMDI mismatch issue SMDI issue fixed better shadow LOD, the missing elevator was fixed, higher quality engine and propeller shadows (I do not follow the old LOD making guidelines. For pure flightsimming poly count is largely irrelevant, as you have way less total poly count being far from terrain, units and gear as in the standard Arma use case on foot. I only use one shadow LOD as the engine switches to the low poly LODs too fast for my flightsimming taste. You may want to use the default shadow LODs instead. I have seen no fps changes with extensive tests though.) this does make a difference under some lighting conditions, it's not only for on the ground (also fake mirrored door is gone)
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I'll put it on steam workshop later but the main point and download link is already in the first post above. I enlarged the link. This is source files for making your own C-130 addon. I'll improve the description so it becomes more clear. It's basically a simple version of my C-130 mod. Over the years many people had asked for the source files and it was easier to simply upload them here.
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update version 3.1 fixed the broken link - removed tons of superfluous things (lots of textures and rvmats were replaced with default arma tex/mats) - renamed all files and paths to be more organised and consistent - added copilot hud - option to flip hud - finally fixed AmbientShadow AS body map that would cast weird shadow on wheel bay doors - fixed wheels sticking out of model - exchanged shadow lod, now light casts shadows in the interior - flight model adjusted so take off speed is higher - external proxies was a bad idea for fuel pods and seats. For pods it prevented retexturing, for seats it caused weird glitches. These parts are now integrated into the model - camo5 layer added for fuel pod (camo1 and 2 are body and wing left side, camo3 and 4 are body and wing right side. Remember the original Arma 2 C-130 was mirrored which wasn't so pretty if you used text or numbers in your textures)
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v 0.035 - added Fw 190 D - readded Bf 109 C - added G.50 - targeting restricted to Ar 235 and He 177 (for Fritz X) - fixed dorsal turret on Ju 86 - fuel tanks now reduce manouverability - by temporarily reducing weight by 500kg till the tanks are dropped (yes reducing weight, no typo, physX implementation in Arma is that weird) - various other changes I can't remember right now
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v 0.021 - added G.55 (without propeller cannon) - Ju 87 update (fixed shadow lod, flight model adjustments, 3d model and texture changes) - I-16 update, new variant, various textures - B-25 physX update, exterior texture update - P-40 canopy issue fixed, interior changes
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For the 109 C/E that's a hide animation. The engine cowling is still there but hidden. The separate cowling is another object you can place. It is all just make belief. A very rare achievement is that the Bf 110, IL-2 and I-16 can lose parts of the gear. This only works because those aircraft do not use the physX gear emulation. Usually this approach does not work and makes the planes bumby and explody on the ground. No idea why it still works for these few. Do you know any other mods in Arma with a more elaborate damage system, like where things breake off?
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possible feature for the next update something I always wanted to add, an option to open the engine cowling on the 109s
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Everyone is welcome to use the texture templates (see link to dropbox at the top of this thread). That is, once I have finished work on it for now: The Ju 87 UV map will be changed ever so slightly in the next update. These weird bars in the middle of the wing, where it bends upwards, will now finally be mapped to the wing texture and not separate as they used to be. The texture template will be updated sometime in the near future
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keeping track for next update here's another one for the Ju 87. Also slightly better textures on those cannon pods He 111 normal map toned down a little, it looked too exaggerated G.55 good to go, more or less no sure about this one yet Finally the X-1 can lock on. I have activated fire and forget, 360° lock cone, laser, radar, visual, IR and whatever. finally something worked. Also no plane other than He 177 and Ar 234 will be able to tab lock on to anything in future. It was useful because of the view distance limits but also immersion breaking.
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I have to post more to keep track of all the changes for the next version G.50 Freccia The physX implementation of Arma nearly made me give up on this. It is not possible to simply copy a setup from a working setup of similar dimensions, like the F4F I used here. Even if you copy the config, the geo lod and the memory lod it just behaves differently. Not logical. Somehow the models bounding box or pixel count or whatever plays a part - so every plane is unique and there is no way around adjusting it over and over again. It is such a huge time waste for something that should be trivial. Version C returns. Now with 2 blade prop.
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This went a lot smoother than the conversion of the FW 190 D. Sometimes it is better to start from scratch
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More Ju 87: Shadow LOD has been updated, finally rudder and elevator cast a shadow I-16 texture update
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I really want to finish the Westland Lysander but keep getting stuck, am going to try this Fiat G.50 instead, which I also started a couple years ago Also dug out my old G4M model but I wouldn't hold my breath.
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This is a game engine limitation. There are no separate animation sources for different crew positions in airplanes. For tanks there are three (driver, commander, gunner). Remember that vanilla airplanes usually have tricycle gear and not tail dragger, have one crew, one gun, ... Everything beyond that is not always supported. You also can't mix: having a canopy on manual and automatic would cause weird situations. So that is the best there is. Always enter and leave the plane with a full crew and it will look ok (that is what I do).
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Coming next update Yesterday evening I wondered how difficult it would be to turn my Fw 190 A into a D. Couldn't be too hard, the tail is a bit further back, the nose a little longer right? Turns out it was not very difficult - but took a lot longer than planned. Lots of pulling and pushing vertices back and forth, deleting some, adding a few, remapping the UV about 3 or 4 times - because I had made a mistake and had to restart. I had to redesign the belly to match proportions, and for that I had to redo all gear bay doors, and then also the gear bays. I had to delete the entire nose section because of the cut out exhausts of the A version, which did not allow me to simply extrude the nose section. Eventually it matched the blueprint more or less and I consider it finished. (except for creating a new texture, and a new normal map, the smdi, changing the armament, fixing all armament settings to make the separate muzzle flashes and gun counters work, check that the smoke puffs originate at the correct place, same for the ejected shells, copy everything into a new addon, change all path names in all files, update all p3d paths and proxies,... 🙂) This is how I had imagined the process. It was nothing like this. well it was a bit chaotic but happy with the result
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coming next update Texture/normalmap update of the B-25. The weathering effect now follows the panel lines and rivets, like I have done for other aircraft recently (B-25, P-51, etc). Very easy to do and quite effective, literally takes a minute or two: select all panel lines and rivets, copy a random noise texture with that selection pattern, put it in a layer above and tweak it till it looks convincing. The B-25s physX was improved too and should work better next update. The Ju 87 finally gets hinges for its floating ailerons and flaps. The animation was improved too. Same texture and normal map upgrade as above.
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Works fine for me. The smaller ordnance that can be selected is not working currently, the default loadout should. You have all other mods disabled? The SBD should not have secondaries by default, only the Ju 87 has. I suppose you have some mod active that changes the ammo or loadouts. That makes sense. The divebomber ordnance is a new class and other mods will not be compatible till they add the new classnames to the weapon configs supported magazines.
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Does it work after you drop the secondaries? If so you can use reload in the mousewheel menu to select the main bomb. Beyond that, I think it can happen as soon you change the loadout. The bomb loaded by default should work.