• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

B26B FSX Native Marauder Painters Release Beta 1.0

Status
Not open for further replies.
Milton, the Zip is empty! :biggrin-new: LOL....I've done that before! No worries, whenever you have the time. Cheers!
 
This does not have Fresnel added yet. It's coming along. Bumps are still WIP. Everything is....

34956322981_62540af21f_o.jpg


34956321861_4fb12e3f44_o.jpg


34956322131_10b466d6c2_o.jpg


34956322281_00f5bec595_o.jpg
 
Milton, one last request...any chance to increase the roundness of the fuselage? Currently it is very optimized! even just a little more poly's in the circular shape with help in the bump map not looking so boxy...if not, no worries. I like what is happening. It's transforming nicely now. Started to get dialed in in my work.
 
Milton, one last request...any chance to increase the roundness of the fuselage? Currently it is very optimized! even just a little more poly's in the circular shape with help in the bump map not looking so boxy...if not, no worries. I like what is happening. It's transforming nicely now. Started to get dialed in in my work.

Hi Rick,

Not really without redoing the entire fuselage and adjusting all the attachments and windows. The fuse is 28 sided (a lot for FS9 builds), and even if I doubled that to 56 or 64 sides, it would still look "half-boxy" close up. :) Looks great at angles and at 30' though. LOL
 
Ok, here's the results: I've got things pretty much where I want them to be. It's too Warbird reflective ATM, but for those that like the warbird look, you will definitely have the capability. Thanks Milton! Don't mind the last picture...zoomed in too much....some clipping. Nothing wrong with the actual model. Now to duplicate on all sheets...the time hog!

35090505746_63f0e55964_o.jpg


35090506316_c0dabe220a_o.jpg


34285349314_b9be9e3dc5_o.jpg


35090507346_be1bbb778e_o.jpg
 
Yes it is. In fact speaking of fresnel. If you want to. again, this is your baby, if you add a unique canopy fresnel such as "Fresnel_Canopy.dds" then all that glass could technically have it's own variations aside from specular where if multiple color bands are used in one fresnel you can get off angle color changes like those seen in aging or heat distorted older plexiglass...anyhoo...not needed but just good for thought. Thanks Milton!
 
Yes it is. In fact speaking of fresnel. If you want to. again, this is your baby, if you add a unique canopy fresnel such as "Fresnel_Canopy.dds" then all that glass could technically have it's own variations aside from specular where if multiple color bands are used in one fresnel you can get off angle color changes like those seen in aging or heat distorted older plexiglass...anyhoo...not needed but just good for thought. Thanks Milton!

I already have a glass_fresnal_red.dds on the glass. It should be in your common texture folder.

Here are the settings boxes options I have ticked.

Would this do?
 

Attachments

  • glassfresred.jpg
    glassfresred.jpg
    24.9 KB · Views: 3
Perfect I would just leave it then. Sometimes less is more? I actually really like the look of your glass as is. However...food for thought: with all 3 Fresnel modes selected what happens is that none are isolated so it creates a blending. However in this case how you have it setup looks great. I would not mess with it. Does the glass have a specular? We could make it possible to have scratches and smudges...niw that would be just more ismmerssive IMO...
 
Perfect I would just leave it then. Sometimes less is more? I actually really like the look of your glass as is. However...food for thought: with all 3 Fresnel modes selected what happens is that none are isolated so it creates a blending. However in this case how you have it setup looks great. I would not mess with it. Does the glass have a specular? We could make it possible to have scratches and smudges...niw that would be just more ismmerssive IMO...

Yes, it does. See attached.
 

Attachments

  • ms-2017-jun-7-002.jpg
    ms-2017-jun-7-002.jpg
    37.8 KB · Views: 3
Thanks Milton! I was purely mobile yesterday using my phone and was away from my PC. Thanks for the info!
 
Ok quick question/observation. I just noticed that the glass specular is the same file name as the diffuse? I think that will negate our ability to place a custom specular texture (like smudges for instance) without a discrete specular file name referencing it's own texture file?
 
Ok quick question/observation. I just noticed that the glass specular is the same file name as the diffuse? I think that will negate our ability to place a custom specular texture (like smudges for instance) without a discrete specular file name referencing it's own texture file.

Only the specular color name is the same; the specular level is different.

That allows the specular color to pick up the diffuse colors.

The specular level is a different name allowing you to treat the level independent of the color.

Edit: I am new to these FSX material setups so I am just doing what I think is best based on the SDK and what others have done. So, I am open to suggestions.

EDIT2: If you look at the attachments from posts 131 and 133, you will also notice there are scalars for reflectivity and specular. Those may be adjusted as well.

EDIT3: I should also mention that the windows, turret and plexiglas have the material generally applied, not individually mapped.

EDIT4: LOL This is crazy! Just noticed that the material for Specular Level calls for Glass.bmp but the texture in the common folder is Glass_diff. That needs to be changed to Glass.dds
 
Only the specular color name is the same; the specular level is different.

That allows the specular color to pick up the diffuse colors.

The specular level is a different name allowing you to treat the level independent of the color.

Edit: I am new to these FSX material setups so I am just doing what I think is best based on the SDK and what others have done. So, I am open to suggestions.

EDIT2: If you look at the attachments from posts 131 and 133, you will also notice there are scalars for reflectivity and specular. Those may be adjusted as well.

EDIT3: I should also mention that the windows, turret and plexiglas have the material generally applied, not individually mapped.

No problem Milton. I wouldn't change your sliders for for reflectivity or specular. I would leave them as is.

1. The way you have them setup is good. It allows the alpha channel to control it. Which IMHO is better. This gives the painter the most control over what happens.

2. So, the newer FSX material abilities, allows us to use a discrete specular texture rather than simply adjusting the main diffuse texture. Just like the main textures have specular textures, you can also assign the glass materials and specular texture altogether. This is where I would put smudges, scratches etc. if I wanted that look. No worries that it's applied generally and not mapped (because it's glass, externals should be mapped for nest results) just give it it's own file name ie: "canopy_glass_spec.dds" we can still create smudges etc. Mapped is always better, but if it's too much trouble this will work as well. only becaue it's glass and not a specific shaped part.

Either way, if you decide to do, that's how I would, if you don't, that's fine too. :)
 
No problem Milton. I wouldn't change your sliders for for reflectivity or specular. I would leave them as is.

1. The way you have them setup is good. It allows the alpha channel to control it. Which IMHO is better. This gives the painter the most control over what happens.

2. So, the newer FSX material abilities, allows us to use a discrete specular texture rather than simply adjusting the main diffuse texture. Just like the main textures have specular textures, you can also assign the glass materials and specular texture altogether. This is where I would put smudges, scratches etc. if I wanted that look. No worries that it's applied generally and not mapped (because it's glass, externals should be mapped for nest results) just give it it's own file name ie: "canopy_glass_spec.dds" we can still create smudges etc. Mapped is always better, but if it's too much trouble this will work as well. only becaue it's glass and not a specific shaped part.

Either way, if you decide to do, that's how I would, if you don't, that's fine too. :)

Rick,

Just to clarify, each of the windows are mapped individually or as pairs and the maps are set to accept the glass materials at proper angles.

I have no problem changing as requested. Will do that in a few hours as I have some errands to run.

Will post results back here this afternoon.
 
No hurry Milton, I'm mobile again today...normally I'd check out the model and ask fewer questions! Thanks for all the quick responses.
 
Updated Model and textures for everyone who has downloaded the Marauder:

1) Model changes for Glass material changes implementation - Replacement Model folder
2) Glass texture name changes in the Glass material - Adds two textures - you must delete one texture (Glass_diff.dds)

This update changes the way glass appearance is managed by using a separately named specular texture for the color slot and one for the specular level slot.

Specular Color (Cabin_Glass_Spec.dds) controls the specular light used, while specular level (Glass.DDS) controls how broad or narrow the specular effect is.
 

Attachments

  • model.b26bump.zip
    4.6 MB · Views: 1
  • Glass updates.zip
    585 bytes · Views: 0
Status
Not open for further replies.
Back
Top