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WIP _ Mk10 Wellington (Read 277 times)
Mar 1
st
, 2006 at 2:48pm
Smoke2much
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Colonel
The Unrepentant Heretic
Sittingbourne, Kent,
Posts: 3879
Thanks to some help from you bunch I (with support from Mrs Smoke2much) have been able to almost complete the following:
There is still a fair amount to do (accurate placement of fin, decent aileron, proper engines, a tailwheel that works without a MakeMDL error etc. ad infinitum) but I think that she is taking shape nicely. The learning curve with G-Max is pretty steep but I have started to really enjoy it. There is clearly no hope for me
Will
Will
Who switched the lights off? I can't see a thing....... Hold on, my eyes were closed. Oops, my bad...............&&
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Reply #1 -
Mar 1
st
, 2006 at 2:56pm
Travis
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Colonel
Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
Gender:
Posts: 4515
Quote:
The learning curve with G-Max is pretty steep but I have started to really enjoy it.
Ex-cellent . . . another minion has been captured by the wiles of the Dark Side! Hahaha!!!
Very nice work, there Will. If I might make a suggestion, see if you can roughen up those textures a bit. They're a little too smooth to look real. A LITTLE less shine, and some weathering to boot would do it well.
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Reply #2 -
Mar 1
st
, 2006 at 3:03pm
Smoke2much
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Colonel
The Unrepentant Heretic
Sittingbourne, Kent,
Posts: 3879
Thanks mate! The textures are still very much a work in progress. The only way that I can get them to look nice is to use 33bit 1024*1024 jobs that work out at 5-6MB a shot. I am working on the settings to get less shine etc but I'm not sure what the numbers mean yet
.
I'll post more shots when she looks more "real"
Will
Who switched the lights off? I can't see a thing....... Hold on, my eyes were closed. Oops, my bad...............&&
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Reply #3 -
Mar 1
st
, 2006 at 3:07pm
Travis
Offline
Colonel
Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
Gender:
Posts: 4515
Quote:
33bit 1024*1024 jobs that work out at 5-6MB a shot
My goodness, man! Bring it down a notch! Just stick with good ol' DXT3 or 32-bit. It's way too much for a system to handle with 5-6 Mb as a standard!
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Reply #4 -
Mar 1
st
, 2006 at 3:16pm
Smoke2much
Offline
Colonel
The Unrepentant Heretic
Sittingbourne, Kent,
Posts: 3879
I've tried that (DXT3 as opposed to Extended 32Bit 888-8) and it looks OK but the roundel is really blocky. I will have to detach the roundel pollies as a seperate object and apply the roundel a new texture.
Who switched the lights off? I can't see a thing....... Hold on, my eyes were closed. Oops, my bad...............&&
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Reply #5 -
Mar 1
st
, 2006 at 3:21pm
Felix/FFDS
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Admin
FINALLY an official Granddad!
Orlando, FL
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Posts: 1000000627
Quote:
I've tried that (DXT3 as opposed to Extended 32Bit 888-8) and it looks OK but the roundel is really blocky. I will have to detach the roundel pollies as a seperate object and apply the roundel a new texture.
If you must - DO NOT detach the roundel polys from the main body. Detach as clone. then set that material with a Z-bias and texture as normal but with a transparent texture with the roundel the only opaque colours.
Basically, you're making a "decal" ...
Felix/
FFDS
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Reply #6 -
Mar 1
st
, 2006 at 3:43pm
Smoke2much
Offline
Colonel
The Unrepentant Heretic
Sittingbourne, Kent,
Posts: 3879
How do I do that? I guess you make a black (0,0,0) background for the BMP but as for the Z bias and only making certain colours transparent or opaque .....
This isn't covered in the idiots guide is it?
Will
Who switched the lights off? I can't see a thing....... Hold on, my eyes were closed. Oops, my bad...............&&
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Reply #7 -
Mar 1
st
, 2006 at 3:53pm
Felix/FFDS
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Admin
FINALLY an official Granddad!
Orlando, FL
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Posts: 1000000627
Nope - but check the material names in the SDK. I believe the material name should start with Z_ or something like that.
Felix/
FFDS
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