New MAW P-40F Uploaded

NOT MINE! The P-40Fs are Rene's work. I helped a bit with the initial skin template, but that's all.
 
I helped a bit with the initial skin template, but that's all.

The understatement of the year, at least this far.

With the above Nigel is politely trying to say "nearly all of the really time consuming work on the template was done". I remade the nose for a Merlin (the starting point was a WIP P-40N template), weathered it and did quite a lot of detailing (and of course then applied the colours) but if I had to draw the entire panel lining these would never have seen the light.

But you're welcome, everybody, and just wait until you see the P-40L series - two of these F models are downright ugly but historical accuracy required that. The next set looks a bit better.
 
The update to this model prompted me to take another look at the standalone I did based on the original back in April, 2010.

Col. Glantzberg flying "The Big G" with the 461st BG

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Liberaiders.jpg


I've taken the opportunity to port the skin over to work with this set, and made a few texture changes for better compatibility with AnKor's shaders. If anyone is interested please send me a PM.
 
Will it work good without the modded shader file. Will not use the mod till it is sorted out. The P-40 looks outstanding !!
 
I have zero idea about what MajorMagee is doing but I can assure that my work will be fine without any special modifications, they're completely "traditional" with just _t.dds and _s.dds used.
 
In general, what I'm dong with textures to maximize their compatibility with the new shaders is removing the artificial shading and specular highlights that have traditionally been applied to make upper surfaces and things that bump out lighter, and lower / recessed surfaces darker. This allows the shaders to provide this information appropriately as the aircraft maneuvers in 3D space relative to the light source. Without this you can end up with visual conflicts where the dynamic logic of light / dark areas is being neutralized by the underlying texture. The side effect of this approach is that without the new shaders, the revised textures will look less like they are in a 3D environment with directional lighting since it is not being provided by the texture any longer.

For buildings, ships, and ground vehicles the traditional texturing method is still appropriate since they don't roll and loop. Even here the degree of shaping through brightness changes could still be reduced somewhat to avoid the shaders from over-exaggerating the effect.

The other thing I'm doing is tuning the _r.dds and _s.dds to the correct range of grey shades to produce the appropriate response to the shaders. Some of the older shading and reflectivity files produce too much glossiness now at the levels of brightness they were originally drawn with.
 
If you want to use the dynamic reticles with these aircraft add this to the effects section of your xpd file.

<Effect Type="Track" EffectName="US_AAF_N2a_gunsight" PosX="-0.005" PosZ="-0.5" PosY="1.26" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>
 
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Thanks to some research by GOSD with the Musée de l'aviation et de l'espace du Canada he found out that the ones provided through lend lease were provided with the N3a gunsight. This used either the ladder style reticle like the earlier N2a (as above) or the ring and dot reticle like the N6a.

<Effect Type="Track" EffectName="US_AAF_N6a_gunsight" PosX="-0.005" PosZ="-0.5" PosY="1.26" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>
 
Can this applied directly to the Kittyhaws or does one have to use a different cockpit.m3d?
 
Can this applied directly to the Kittyhaws or does one have to use a different cockpit.m3d?

I just set it up for KH_MkIa_DJS and that cockpit needs:

<Effect Type="Track" EffectName="US_AAF_N6a_gunsight" PosX="0.0025" PosZ="0.55" PosY="0.875" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>
 
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