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ABC's F8F Bearcat - FSX Native Conversion in Progress

Hello back,

Here are the only two areas where I noticed the speculars were not showing up and so restored these files to original settings.

I don't know Bob; I cannot find in MCX a display like yours so I cannot check it.

Here is the model with the air intakes refined in the wings.

I added a fresnel ramp and checked the specular for it on those two textures.

The spec texture is assigned to both the fuse and wings in the spec level slot as before; bumps as well.
 

Attachments

  • model.f8f-2.zip
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I don't know Bob; I cannot find in MCX a display like yours so I cannot check it.

Here is the model with the air intakes refined in the wings.

I added a fresnel ramp and checked the specular for it on those two textures.

The spec texture is assigned to both the fuse and wings in the spec level slot as before; bumps as well.


Wow! Those air intakes are looking to me, so far, just as good as the woman in the previous posts here! I'll be able get a better look in the morning once I remove some of the reflection off my wings.

As far as the specular issue, I'm seeing all the same missing entries as in the previous model for the under-wing mapping fix, resulting in no fuselage or wing speculars in sim. Filling in the missing data once again got the specs up and running. In the 'Material Editor' section of ModelConverterX are 2 files for f8ffuse_t and 1 for f8fwings_t. The first f8ffuse_t needed no change. The second f8ffuse_t file needed only 2 entries: on the line that reads 'Specular Map Power Scale' I entered 30 in place of 0, and for the line that reads 'Specular texture', I mapped it to f8ffuse_t_spec.dds (which was blank before). For the second file needing change, f8fwings_t, it is just a repeat of the first except that the "Specular texture" line needed to be mapped of course to f8fwings_t_spec.dds. All seems to be good now.

As far as to why ModelConverterX doesn't seem to be displaying the same for us, I'm also at a loss. Anyway, it looks like we're at least headed in the right direction. I'll study all this out more tomorrow to make sure we're both on the same page on all these issues.

To be continued .... I wish you a great evening sir.
 
Wow! Those air intakes are looking to me, so far, just as good as the woman in the previous posts here! I'll be able get a better look in the morning once I remove some of the reflection off my wings.

As far as the specular issue, I'm seeing all the same missing entries as in the previous model for the under-wing mapping fix, resulting in no fuselage or wing speculars in sim. Filling in the missing data once again got the specs up and running. In the 'Material Editor' section of ModelConverterX are 2 files for f8ffuse_t and 1 for f8fwings_t. The first f8ffuse_t needed no change. The second f8ffuse_t file needed only 2 entries: on the line that reads 'Specular Map Power Scale' I entered 30 in place of 0, and for the line that reads 'Specular texture', I mapped it to f8ffuse_t_spec.dds (which was blank before). For the second file needing change, f8fwings_t, it is just a repeat of the first except that the "Specular texture" line needed to be mapped of course to f8fwings_t_spec.dds. All seems to be good now.

As far as to why ModelConverterX doesn't seem to be displaying the same for us, I'm also at a loss. Anyway, it looks like we're at least headed in the right direction. I'll study all this out more tomorrow to make sure we're both on the same page on all these issues.

To be continued .... I wish you a great evening sir.

Bob, maybe that is the issue; there must be two materials for each and the main ones have the specular and the others not.

I'll look again in gmax and try to discern why the Material Navigator shows only one for each (I think), and yet they are split apart. I know the wheels, tires, and props are on there and maybe I copied them to eliminate specular from the tires.
 
Away from my desktop atm, only just picked this up. As with Bob407, thank you, Milton, for bringing us the Bearcat in FSX. Won't have chance to test the new intakes till early August, but the issue you have with MCX is that Bob is using the latest version, which is why you don't see all the P3D stuff in the materials editor. Hope that helps.

DaveQ
 
Away from my desktop atm, only just picked this up. As with Bob407, thank you, Milton, for bringing us the Bearcat in FSX. Won't have chance to test the new intakes till early August, but the issue you have with MCX is that Bob is using the latest version, which is why you don't see all the P3D stuff in the materials editor. Hope that helps.

DaveQ

Ah, that would explain it. Thanks
 
Thanks Bob; the oil cooler air intakes are some improvement but not perfect.

For the fuselage, wings and tails, a specular texture is provided to control specular. Are you using that.

For all other items, its a choice and No Base Material Specular may or may not be selected. Sometimes, not a simple choice as many parts are on a few basic textures.
That then would mean copying the materials/textures so that different material attributes can be used for different parts.
That also means more draw calls in FSX.

But, I am open to recommendations.

If you feel you must change material settings using MCX then of course you know you will have to distribute the model folder with your paints.
 
Thanks Bob; the oil cooler air intakes are some improvement but not perfect.

For the fuselage, wings and tails, a specular texture is provided to control specular. Are you using that.

For all other items, its a choice and No Base Material Specular may or may not be selected. Sometimes, not a simple choice as many parts are on a few basic textures.
That then would mean copying the materials/textures so that different material attributes can be used for different parts.
That also means more draw calls in FSX.

But, I am open to recommendations.

If you feel you must change material settings using MCX then of course you know you will have to distribute the model folder with your paints.

Hi Milton,

Yes I do have the fuse, wing and tail sections speculars in or referenced to for all of my livery folders and using them. With no show in sim and upon investigation in 'Mat Ed' I did not find it mapped to these textures in your last 2 or 3 updated model releases but did find them in place in your earlier releases. Hope this helps.
 
Hi Milton,

Yes I do have the fuse, wing and tail sections speculars in or referenced to for all of my livery folders and using them. With no show in sim and upon investigation in 'Mat Ed' I did not find it mapped to these textures in your last 2 or 3 updated model releases but did find them in place in your earlier releases. Hope this helps.

I changed the fuse and wings to use the specular color slot as well as the specular level slot that uses the _spec texture.

See if that helps.

Also added default specular to several other parts materials inside and outside.

Attached is a replacement model folder.
 

Attachments

  • model.f8f-2.zip
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  • mat.jpg
    mat.jpg
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I changed the fuse and wings to use the specular color slot as well as the specular level slot that uses the _spec texture.

See if that helps.

Also added default specular to several other parts materials inside and outside.

Attached is a replacement model folder.


Hey, hey,hey, got specular! However, to me, using the object's base color for base specular always seems to produce an unnatural color glow and to interfere with the color one is really trying to achieve. Plain ole shades of white/gray seems best to me. This is just my 2 cents and I'll be the first to admit I am no sim painting expert by any means.

attachment.php


attachment.php
 

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What is causing the dark stripe across the top of the h-stab?

attachment.php

Hi Bob,

I have noticed that in some lighting and thought it was the original paint scheme.

Upon investigation, I see the polys that make up the horizontal stabilizer has issues.

Shown as attachment, the polys on any surface should have their "normals" facing away in a perpendicular fashion. As you can see, they are sharply angled instead of perpendicular.

I'll get that corrected once I figure out how. :)
 

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Hi Bob,

I have noticed that in some lighting and thought it was the original paint scheme.

Upon investigation, I see the polys that make up the horizontal stabilizer has issues.

Shown as attachment, the polys on any surface should have their "normals" facing away in a perpendicular fashion. As you can see, they are sharply angled instead of perpendicular.

I'll get that corrected once I figure out how. :)


Thank you so much Milton. This bird is going to look absolutely awesome! :encouragement:
 
So far, I have not found a way to correct the issue. I may have to rebuild the offending parts.

The wings have the same issue but not as pronounced it seems. I really do not want to redo the wings but I will redo the hstabs and elevators if necessary.
 
So far, I have not found a way to correct the issue. I may have to rebuild the offending parts.

The wings have the same issue but not as pronounced it seems. I really do not want to redo the wings but I will redo the hstabs and elevators if necessary.


No hurry at all Milton. I understand your situation. We both have plenty to keep us busy. Thank you sir.
 
No hurry at all Milton. I understand your situation. We both have plenty to keep us busy. Thank you sir.

Just found a solution thanks to the good people over at FSDeveloper.

Will take a bit to get it all corrected. Hoping I can correct the wing issues as well.

This involves all tail and wing surfaces, elevators, rudder, ailerons, and flaps.

EDIT: Okay, got all the changes made except for re-animating control surfaces.

The fix required redoing wings and tails and all attached control surfaces, resetting names, pivots, links of all attached objects, and re-animating.

Only the animations are left to be done but wanted to test results before finishing up.

Tests look good on all surfaces (except the left speed brake).
 

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Just found a solution thanks to the good people over at FSDeveloper.

Will take a bit to get it all corrected. Hoping I can correct the wing issues as well.

This involves all tail and wing surfaces, elevators, rudder, ailerons, and flaps.

EDIT: Okay, got all the changes made except for re-animating control surfaces.

The fix required redoing wings and tails and all attached control surfaces, resetting names, pivots, links of all attached objects, and re-animating.

Only the animations are left to be done but wanted to test results before finishing up.

Tests look good on all surfaces (except the left speed brake).

Wow! Milton that is great. Amazing! Thank you again.
 
Wow! Milton that is great. Amazing! Thank you again.

Bob, et al,

Attached is the modified FSX Native F8F Bearcat model replacement folder that corrects the poly normals (and therefore, the smoothing/specular/reflections) on all wing and tail control surfaces, gear pants and spoilers.

Let me know if you see anything else.
 

Attachments

  • model.f8f-2.zip
    2.4 MB · Views: 0
Bob, et al,

Attached is the modified FSX Native F8F Bearcat model replacement folder that corrects the poly normals (and therefore, the smoothing/specular/reflections) on all wing and tail control surfaces, gear pants and spoilers.

Let me know if you see anything else.


Milton,

Tried everything my limited knowledge enabled me to do but couldn't get beyond a wing spec having a mostly broad, faded, flat appearance to it.
Good to know though I'm still able to come up with beautiful specs for the fuselage, belly tank, and munitions.

It was certainly worth the try.

attachment.php
 
Milton,

Tried everything my limited knowledge enabled me to do but couldn't get beyond a wing spec having a mostly broad, faded, flat appearance to it.
Good to know though I'm still able to come up with beautiful specs for the fuselage, belly tank, and munitions.

It was certainly worth the try.

Sorry for slow response; been very busy.

Try the attached Model replacement folder.
Ensure you have the Fresnel_Ramp texture in the common texture folder.

This model change reduces the Specular Power scalar by 60% on the fuse and wings/tails, and eliminates the specular on the munitions and belly tank.

With that said, you may need to view the material properties of these textures and the SDK "teapot" section to ensure you are taking advantage of the available tweaks in the diffuse alpha, specular/alpha, and reflectivity.

You might note that the wings and tails (ignore the fared inner part) are very flat.

EDIT: You might also use livery specific Fresnel_Ramp and spec textures and leave the common one be. Sorry I know little about manipulating these to combinations to help you; if you are new to them as I am, I guess trial and error after studying the SDK is the best one can do.
 

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  • model.f8f-2.zip
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Sorry for slow response; been very busy.

Try the attached Model replacement folder.
Ensure you have the Fresnel_Ramp texture in the common texture folder.

This model change reduces the Specular Power scalar by 60% on the fuse and wings/tails, and eliminates the specular on the munitions and belly tank.

With that said, you may need to view the material properties of these textures and the SDK "teapot" section to ensure you are taking advantage of the available tweaks in the diffuse alpha, specular/alpha, and reflectivity.

You might note that the wings and tails (ignore the fared inner part) are very flat.

EDIT: You might also use livery specific Fresnel_Ramp and spec textures and leave the common one be. Sorry I know little about manipulating these to combinations to help you; if you are new to them as I am, I guess trial and error after studying the SDK is the best one can do.


Thanks Milton. I'll check out the SDK and keep trying as you suggest.
 
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