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Well Done E.D. ! It's getting better & better, nicer and nicer ;)


HungaroJET

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We need a new BRU-41 Multiple Ejector Rack (MER) on DCS: World

 

This is an old model but a newer, more detailed is already in progress...

http://forum.lockon.ru/showthread.php?p=1195260#post1195260

screen110510225743.jpg

 

...for the Hornet also ;)

jrf3.jpg

Atop the midnight tarmac,

a metal beast awaits.

To be flown below the radar,

to bring the enemy his fate.

 

HAVE A BANDIT DAY !

 

[sIGPIC][/sIGPIC]

"When I'm working on a problem, I never think about beauty. I think only how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong." - R. Buckminster Fuller (1895 - 1983), American Architect, Author, Designer, Inventor, and Futurist

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This is an old model but a newer, more detailed is already in progress...

 

jrf3.jpg

 

 

Look at the Detail of that New Hornet Model :music_whistling::music_whistling:

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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Soon...

tno3.jpg

orer.jpg

xu51.jpg

90ea.jpg

Atop the midnight tarmac,

a metal beast awaits.

To be flown below the radar,

to bring the enemy his fate.

 

HAVE A BANDIT DAY !

 

[sIGPIC][/sIGPIC]

"When I'm working on a problem, I never think about beauty. I think only how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong." - R. Buckminster Fuller (1895 - 1983), American Architect, Author, Designer, Inventor, and Futurist

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Actually no real specular maps there (yet) on the model (which was the old cmd model)

You can see some pre-spec-settings in these images also.

http://forum.lockon.ru/showpost.php?p=1924615&postcount=8647

Real spec and bump maps are in progress but i show now some parts/detail from the upcoming WIP bump maps

(Afterburner, Pylons, Gear doors and Tails, Fuselage - but not visible on current ingame screenshots)

 

and some reference photo

http://www.airliners.net/photo/Hungary---Air/Mikoyan-Gurevich-MiG-29A-(9-12A)/0371758/L/

http://www.airliners.net/photo/Hungary---Air/Mikoyan-Gurevich-MiG-29B-(9-12A)/1727657/L/

http://www.airliners.net/photo/Poland---Air/Mikoyan-Gurevich-MiG-29A-(9-12A)/2314844/L/

http://www.airliners.net/photo/Poland---Air/Mikoyan-Gurevich-MiG-29A-(9-12A)/2304101/L/

http://www.airliners.net/photo/Poland---Air/Mikoyan-Gurevich-MiG-29A-(9-12A)/2174799/L/

http://www.airliners.net/photo/Slovakia---Air/Mikoyan-Gurevich-MiG-29AS-(9-12A)/2149122/L/

http://www.airliners.net/photo/Slovakia---Air/Mikoyan-Gurevich-MiG-29AS-(9-12A)/1122382/L/

http://www.airliners.net/photo/Serbia---Air/Mikoyan-Gurevich-L-18-(MiG-29B)/2185238/L/

http://www.airliners.net/photo/Serbia---Air/Mikoyan-Gurevich-L-18-(MiG-29B)/2185138/L/

 

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Edited by HungaroJET

Atop the midnight tarmac,

a metal beast awaits.

To be flown below the radar,

to bring the enemy his fate.

 

HAVE A BANDIT DAY !

 

[sIGPIC][/sIGPIC]

"When I'm working on a problem, I never think about beauty. I think only how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong." - R. Buckminster Fuller (1895 - 1983), American Architect, Author, Designer, Inventor, and Futurist

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As I see, you HungaroJET, have a lot of interesting projects started - but not one finished, except static Mi-8 model. Would it not be better to focus on one, and the finish, and then move on to the next?


Edited by kobac

[sIGPIC][/sIGPIC]Everything is possible ...

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yes, he has many unreleased/unfinished models and projects but afaik if he get stuck he moves to another project and if he found the ideas/solutions then he (will) steps back to older projects as well with those solutions

or if he does not get problems then some projects even needs plenty of time

just like this older su-27 project for dcsw

http://combatace.com/topic/76034-hungarojet-3go-mw-su-27-flanker-model-for-dcs-world-released/

 

again: this is not my screenshot - this modelviewer shot come from a hungarian dcsw forum

looks like he just added the missing texture/mesh for nose gear taxi light :thumbup:

53pb.jpg?


Edited by NRG-Vampire

sign-pic4.jpg

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by the way, who knows the exact difference between normal map and bump map ?

or are those the same ? :dunno:

 

Bump map uses white to black 0-255 and basically says only a height of each particular pixel on the map. Normal map uses all three channels (R,G,B) and tells which direction (X,Y,Z) is pixel facing. You can see that bump maps are in greyscale while normal maps all funky and colorful.


Edited by GeorgeLKMT
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Bump map uses white to black 0-255 and basically says only a height of each particular pixel on the map. Normal map uses all three channels (R,G,B) and tells which direction (X,Y,Z) is pixel facing. You can see that bump maps are in greyscale while normal maps all funky and colorful.

 

Hey, that's actually the best short explanation for normal maps I've read yet, George! :)

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Yeah but what is that even mean? Someone please explain GeorgeLKMT's explanation. :P :D

 

Haha, well...

 

I assume you already know what bump and normal mapping does. Basically it'll let you render details by "tricking" renderer into thinking, that there's aditional geometry. But when you look from a shallow angle, you can see that surface is flat no matter how much those rivets or whatever look real. Displacement mapping can actually modify your mesh, but that's another story....

 

Now renderer needs to know direction of every normal in scene to calculate lightning. If you apply a normal map on your geometry, it's almost like you divided that surface to another small normals, where every pixel is one (that's why it's called normal map!). Now renderer looks at this and each pixel tells him "hey, I'm not a pixel, I'm actually a normal! My color is R..G..B.. which means I'm facing direction X..Y..Z". And so it goes.

Bump map doesn't have that information. It just tells by how much is each pixel shifted in direction of normal it's applied to. So renderer needs to figure this out all by itself.

 

Normal maps usually get you better results with more complex details, especially sharp edges (where bump map gives you a smooth one instead). On the other hand, they could be a pain in the nozzle to work with and bump maps are also much smaller (but with today's hardware, that's usually not a concern).

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And to put it really simple:

You have a special kind of additional texture file that can be used by the graphics engine to act like there was an edge of the geometry although there is none (so the engine can draw shadows for example). So you don't need all the details in the model but you sort of paint them on the texture.

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thanks for the meaningful information George

i did not know that difference, i thought all the surface which looks bumpy made with bump map

i guess many people confuse bump and normal map :doh:

maybe hungarojet is confused as well because it looks he is working on "funky and colorful":D normal maps instead of bump map :)

sign-pic4.jpg

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  • 2 weeks later...

Working on new different aircraft specific afterburner 3D shapes and other textures

 

This is the WIP Fulcrum flame-shape

The 3D model got exactly the same diameter and X axis +/- length as the stock afterburner-flame model, so it doesn't need any lua correction for any aircraft.

Moreover I wrapped the original ns_forsage texture to the model so the old afterburner texture also will be usable. (However that's a new texture on the screenshots)

 

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Finally, here are three ModelViewer WIP screenshots of a real specular map and effect on the tail of the MiG-29 (screws and fittings are visible only at certain angles of sunlight)

 

Reference-photos: (Compare shine of bolts/screws on wings/fuselage/elevators on 2nd and 3rd photos)

http://www.airliners.net/photo/Serbia---Air/Mikoyan-Gurevich-L-18-(MiG-29B)/1985055/L/

http://www.airliners.net/photo/Russia---Air/Mikoyan-Gurevich-MiG-29UB-(9-51)/2049479/L/

http://www.airliners.net/photo/Russia---Air/Mikoyan-Gurevich-MiG-29UB-(9-51)/2052536/L/

http://www.airliners.net/photo/Hungary---Air/Mikoyan-Gurevich-MiG-29A-(9-12A)/1777615/L/

 

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Edited by HungaroJET

Atop the midnight tarmac,

a metal beast awaits.

To be flown below the radar,

to bring the enemy his fate.

 

HAVE A BANDIT DAY !

 

[sIGPIC][/sIGPIC]

"When I'm working on a problem, I never think about beauty. I think only how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong." - R. Buckminster Fuller (1895 - 1983), American Architect, Author, Designer, Inventor, and Futurist

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Nice, Was looking at replacing the Default 3d model for AB, it needs a Update.

 

Too bad the Heat blur Shader cant be set to stay on All the time, it makes AB's look so much better, once it turns off it just looks too 3d w/ no heat or sense of thrust/power.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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Nice, Was looking at replacing the Default 3d model for AB, it needs a Update.

 

Too bad the Heat blur Shader cant be set to stay on All the time, it makes AB's look so much better, once it turns off it just looks too 3d w/ no heat or sense of thrust/power.

 

yeah, nice and stunning :) looks more realistic for the mig-29 :thumbup:

 

by the way Skate, as far as i can remember in FC1/FC2 idle and more lower engine rpm made visible heatblur effect as well - i hope ED will bring that back sometime in FC3 too

another problem is the brightness effect of the flame. unfortunately in daytime the AB flame much more brighter - TOO BRIGHT - in dcsw than in the night - what is unrealistic - but it should be the opposite: daytime darker/almost-invisible and highly visible/brightwhite in the night

 

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1925600.jpg


Edited by NRG-Vampire

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that's what I meant, right now Heatblur turns off around 270knots, well it fades off as you speed up (or move the camera away from source). could be my settings, I have no idea.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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by the way Skate, as far as i can remember in FC1/FC2 idle and more lower engine rpm made visible heatblur effect as well

 

got you, but i meant in earlier flaming cliffs the heat blur was visible at zero speed on the ground when engines just started to spool up. at 60% idle rpm the heatblur was very visible

 

now in FC3 the same visibility needs about 80-90% rpm and there is absolutely no heatblur at idle 60% rpm in FC3 which is unrealistic imho

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