German Jets Uploaded

Yes, I've found that adding a xxx.+sr.dds with an average RGB value of around 40-50ish with specular levels set at e5 e5 e5 ff / 00 00 00 42 works nicely, or without the extra texture, a specular level of around 15-25 in the m3d does pretty well.
 
Thank you! The +sr.dds fixed the issue. I am a bit confused by it though. I assumed the +sr.dds was to enable non existent specular/reflective textures not subdue them?:)


I intended to post this problem on the "Very Interesting" thread but since we are on the subject of these textures:


I'm getting weird echoing/shadowing from what I assume to be an incompatibility of +sr.dds and LOD's. The problem appears when zooming in/out but generally goes away when zooming out. The Beech did not have s.dds or r.dds so I used the +sr.dds method to give it a reflective appearance. At first it would not take, but after enabling reflective textures in the M3D, I managed to get the desired effect (and man, Milton Shupe's photo realistic skin really pops with an r.dds!). Again, hoping smarter minds have some ideas on how to fix this.
 
Yes, it looks like the reflective layer is not scaling the same way as the texture file when the LOD changes. Check to see if the main texture file has an Alpha layer. I know that can cause unexpected things to happen to some models.

If nothing else works, you could make the _t+sr.dds just an overall grey, rather than having the text patterns with a different brightness. This will at least eliminate the noticeable pattern.
 
I did some experimenting with Milton's Beech this evening. I was able to turn on the reflective textures, and then add a reference to texture 24 00 for the r values within the existing m3d file for all of the main textures 00 00, 01 00, 02 00, 07 00, and 0A 00. So for example the first entry for the main fuselage looked like:

00 00 FF 00 FF FF FF FF 00 00 00 FF 33 33 33 FF 00 00 7E 43 01 00 FF FF 24 00 FF FF FF FF FF FF FF FF FF

The chrome_t.dds just happens to be a uniform dark grey at 14% brightness, so you get a moderately light reflection effect, and the specular highlights are controlled by the shaders based on the _t.dds local texture brightness.


I was also able to use dedicated t.+st.dds files for each _t.dds texture, but you still need to edit the m3d to turn on the reflective textures. So for example the first entry for the main fuselage looked like:

00 00 FF 00 FF FF FF FF 00 00 00 FF 33 33 33 FF 00 00 7E 43 01 00 FF FF FF FF FF FF FF FF FF FF FF FF FF

The big difference between the two methods, other than the ability to create your own custom reflectance files versus reusing one that was already listed in the m3d, is that if you toggle off the shaders with the Num Pad 0 key the first one still looks normal, and the second one will make everything a perfect mirror finish.
 
Ahh, great minds think alike! We traveled the same path but split at the fork in the road.


There were some parts textures that I tried using as r.dds stand ins for each of the main texture sheets without success. And then Ankor and his +sr.dds came along! I did not think to use just one of those parts textures for all main texture r.dds as you suggested. I was stuck in one r.dds for one texture mode.


I also did not consider using one +sr.dds for all main textures of the Beech as you also suggested, that was brilliant! This has fixed the shadowing problem. I've created an all black layer over an all white layer while adjusting the opacity of the black layer. I have settled on 89% opacity as anything over that produces a near matt finish all over. Some aspects of the main textures that are meant to be matte (like anti-glare panels) still have a slight gloss effect but that is not a deal breaker for me. Anything under 85% seems to be specular overkill.

Thanks again for the assist, MUCH appreciated!:ernaehrung004:
 
"Foo Fighter where did you get the RCAF skin for the Beech?"

It is one of what will be at least two RCAF skins that I've made for the Beech. I hope to upload these and many others in the near future. They will have new contact points, textures, loadouts and effects.
 
I have four skin version of the Beech but none of them display the prop on take off or the spinprop when flying.
 
I've made a few new "enhancments" to the Beech that include new prop textures and contact points, this also allows for prop strikes with bent props.:mixed-smiley-010:
 
Thank you for this agressive plane.:encouragement:

I made small adjustments to the .cfg file:
point.0 = 1, 8.3, 0, -6.55, 1600, 0, 1.125, 12, 0.4, 2.5, 0.95, 4, 5, 0, 195, 250
point.1 = 1, -1.9, -8.25, -6.8, 2200, 1, 1.5, 0, 0.55, 2.5, 0.75, 5.5, 6, 2, 195, 250
point.2 = 1, -1.9, 8.25, -6.8, 2200, 2, 1.5, 0, 0.55, 2.5, 0.75, 6, 6.5, 3, 195, 250
point.3 = 2, 12.3, 0, 0, 2100, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 1.6, 0, -2.9, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -1.2, -26, 3, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.6 = 2, -1.2, 26, 3, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.7 = 2, -23.5, -8, 6.4, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.8 = 2, -23.5, 8, 6.4, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.9 = 2, 8, -8, -2.9, 1750, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.10 = 2, 8, 8, -2.9, 1750, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.11 = 2, -23.5, 8, -1, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.12 = 2, -23.5, -8, -1, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.13 = 2, -1.2, -16, 3, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.14 = 2, -1.2, 16, 3, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6


static_pitch= 0.2
static_cg_height= 6.0

But I cannot figure-out why the plane runs above the maximum speed when starting QC in flight.
 
These values sit them a bit closer to the ground:

point.0 = 1, 8.3, 0, -5.85, 1600, 0, 1.125, 12, 0.4, 2.5, 0.95, 4, 5, 0, 195, 250
point.1 = 1, -1.9, -8.25, -6.15, 2200, 1, 1.5, 0, 0.55, 2.5, 0.75, 5.5, 6, 2, 195, 250
point.2 = 1, -1.9, 8.25, -6.15, 2200, 2, 1.5, 0, 0.55, 2.5, 0.75, 6, 6.5, 3, 195, 250




static_pitch= 0.2
static_cg_height= 5.45
 
Try using

<Moving MinSpeed="53" MaxSpeed="203.5" CruiseSpeed="156.5" GroupSize="1" Type="0"/>

in the xpd file just below the aircraft description notes section.

It will start in QC at the CruiseSpeed (350 mph) and should maintain that with 60% throttle, and should reach MaxSpeed (455 mph) in level flight at 100%.
 
Thanks guys! I'll add the contact point info to my notes for future updates!


@gosd - I'm not sure either. While I'm adept at altering gunstations, loadouts, damageboxes, systems and effects, some of the other data just mystifies me. I had also intended to upload the two He-280's with the JP-04's but their XDP's are corrupt and I can't for the life of me see where. I've gone over them line by line twice now.:dizzy:


I really loved Dancat's exotic handywork! He would work on a model like a posessed mad scientist until he became excited about another project and suddenly jump on that. Sometimes he would come back to a model and finish it, sometimes not. I was/is amazed at how super detailed his models were, especially his cockpits. Sadly, he is done with flight simming and has moved on to other things. He has left me with most of his unfinished work and I am attempting to get it all up to acceptable standards as best as I can.


I want to preserve the original context that Jon intended as I upload these, then maybe offering updates at some point in terms of effects, loadouts and so on.


There is A LOT more of this stuff waiting in the wings. They just need a little GMAX work or new flight models or both. I don't have competent enough skills in either department.


Cases in point:
 
I have four skin version of the Beech but none of them display the prop on take off or the spinprop when flying.

Hereis a picture of what I get,there is only a yellow ghost of the prop. Maybee a .dds file needs fixing?
attachment.php
 

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I don't recall exactly what I did, but I believe that it was an alpha issue on the spinprop.dds. The original was in DXT5 IIRC and wasn't displaying properly, so I made a very basic and blunt texture with a similar alpha and saved in DXT1. The result is a slightly more noticable spinning prop.
 
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