German Jets Uploaded

MajorMagee , is there any way you could send me the modded air file ? Would be a great help or maybe have it uploaded here at SOH. Regards,Scott please pm me if you can.
 
when mentioning the P.1101, did you know there was a few another variants? I really like the supercool looking P.1101/99, a heavy jet bomber, two seater. it may looks tediously as drawings, but check the image collection here.

and here is something for people who wanna try to use new 3d sources (free models by helijah, same guy who did the Arado 234, which is curently CFS3 wip): Me P.1101 and Me 262 HG III




 

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Out of the aircraft list the Ta-283 would be at the top of the list. Another ram jet that looks mean.
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yeah... :)

ok, so those Dancat models / gmax sources, mentioned at #45 post are just unavailable for public download somewhere, still exists at FOO FIGHTERs personal library at least, right? :)

can we see the Ta 283 gmax shot or even some ingame shot? just curious, I only know some such FS2002 model by Steve Robinson...
 
Right! I got 'em all, take your pick.

The TA-283 has two working cannons, canopy, and gear + door animations but no control surface animations. There is also only the cockpit shell. I do have GMAX source files for rocket pylons, droptank and a cockpit that has been started.:mixed-smiley-010:
 
Wonderful news !!! Really interested in all the Luft '46 aircraft. This one is at the top of the list. Thank you so very much. Regards,Scott
 
I don't have the package that Jon originally uploaded. I have the test models that he sent me while building these + the original GMAX models. The most current GMAX models are the ones being used here. Again, I don't know to edit these, I just know how to export them into M3D format. If someone can walk me through the texture mapping process, I will have a go at fixing the texture issue.

Did you ever work out how to do this? should be as easy as selecting the mismapped polygons and moving them on the texture map.
 
No sir, not yet. I had to break from simming for a while but should be able to give this my full attention in the next day or two.
 
I am posting this here due to the relevance with posts 20-26 in this thread.

I have revisited the topic referenced in those posts and have stumbled into another problem. As indicated in the following pics, the main textures call upon texture #29 (counting 0-29) as a reflective texture. For some reason they are using texture #41 (brakerotor.dds) as the reflective texture. This seems to be working if not for the texture swapping issue. I've waded so far into this that I'm drowning. I'm hoping that it's just a case of not seeing the forest for the trees sort of thing. Any ideas?
Beech_r_1.jpg29vs41.jpgBeech_r_2.jpg
 
Okay, the texture count starts with 0 and is in hex, so hex 29 is referencing brakerotor.dds which is the 41st texture if you start counting in decimal with zero.

Instead of entering 29 you want 1D.
 
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Thank you, Andy. I was hoping you would respond. You always put things back on track.:cool: I've now made a similar adjustment in the cockpit M3D as well.

When trying to resolve a problem, I sometimes tend to run past the mind numbingly obvious and jump right into an over analysis rabbit hole. My mindset wasn't in hex mode at the time.

I was trying to mod Clive's original Beech model because it had the texture for the open passenger door. After the texture adjustment and a couple of other unsuccessful mods, I've opted to use Clive's revised model that you uploaded with your stand alones.

Thanks again.
 
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