Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.
Can I suggest we use dedicated spec files (f8ffuse_t_spec, f8fwings_t_spec, bellytank_spec)? You can then adjust the spec pattern to your taste across the model. Leave the munitions specular set at close to zero (I've used 8 before).
DaveQ
Dave,
The fuse and wings have separately named spec sheets and bumps.
I'll add specs and bumps for the munitions and belly tank for maximum flexibility.
Currently the Fresnel_Ramp has only the Specular box ticked. Should I add Diffuse and Reflection?
EDIT: I checked all three Fresnel Ramp boxes.
EDIT: Here are the materials, textures used along wit hthe Fresnel Ramp, and the material settings, just FYI.
Bob, I am in the process of adding spec and bump maps to the munitions and belly tank. I was awaiting your response to see if my last changes improved things for you with the use of the alpha treatments or the Fresnel Ramp.
I always check spec and reflection for Fresnel, in case I want to do a metal paint. Diffuse only gets checked for the canopy glass.
Don't use gmax but on your image it appears as if you're using .jpg's as spec and bump files. Should they not be .dds??
Finally this caught my eye when testing a bit of detail on the wing fold joint.
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The right nav light doesn't move with the wing on folding.
DaveQ
Milton, sorry for the slow response. I've been trying many different things and busy with real life stuff. All of the pics here are using the latest model you posted yesterday without any changes to anything and with all original unchanged textures in place (spec, fresnel, etc.). Looks pretty good except that maybe the spec intensity on the fuse needs to be increased some. The biggest problem I'm seeing is a change in color in the wing from the color in the fuse at nearly all angles. I don't know what's causing it. I've tried equalizing light intensities, and even without using any fresnel function, still a color difference. I checked the colors on the textures sheets and they're exactly the same but show differently in sim.
Hey, so this seems to work great in P3D v4.3 except no instruments. Guessing the F8F_Instr.gau file is 32-bit gauges, eh?
Everything else is wonderful. Just curious if anyone had done an updated panel that's P3D 64-bit compatible?
(Also, where can I find the Blue Angels paint?)
Thanks!