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SOH Team Project - Grumman Tracker, Trader, Tracer

Dave, the engine scoop atop the nacelle/cowl is on the miscellaneous texture. The scoop shape is on the top row 2nd object from the left.

Cheers,
Steve


Thanks Duckie! Yet again you have pulled me from the fire and saved me! LOL!!!!
How goes the -1 paint kit and textures?

Dave
 
I was going for a naked aluminium look for a fictional cargo hauler but when i try to apply alpha channels to get a proper reflective finish the textures turn transparent on me. Is there some work-around to avoid this?

I can do without alpha but the metal finish will not be as good!:salute:

Best,
Sascha

My apologies sir. These textures do not have the _t and therefore the alphas represent transparency.

EDIT: If there is sufficient interest in doing a number of these, I could create an alternate model for reflective textures.
 
My apologies sir. These textures do not have the _t and therefore the alphas represent transparency.

EDIT: If there is sufficient interest in doing a number of these, I could create an alternate model for reflective textures.

I will try the aluminium look without alpha channels first:running:

Cheers,
Sascha
 
Metal finish for EC1A

My apologies sir. These textures do not have the _t and therefore the alphas represent transparency.

EDIT: If there is sufficient interest in doing a number of these, I could create an alternate model for reflective textures.

Here are some wip screenshots. Now to add some extra skin detail and some fake reflections and shadows once I better understand how the fuselage textures map onto the model.

I also need to work out some appropiate markings - at the moment I am using "Tough Old Bird" noseart from a Trojan http://www.airport-data.com/aircraft/photo/661322.html until I can come up with soemthing appropiate to a small cargo company.

At the moment I am trying to fix a strange thing: When I apply the changed textures on the model (using dxtbmp and the default bmps), the fuselage textures become blurred - no matter wether I use dxt3 or 32bit-format.

Otherwise progress is good :salute:

View attachment 66319View attachment 66320
 
That looks great Sascha! :)

Are you generating MipMaps? That would cause the blurries, at least for me.

I think you nailed the problem down in one go! Indeed I usually have the setting on mipmaps. Can't test it now as I'm on the other computer but will do tomorrow ...

Thank you sir!
 
After removing the mipmaps as Milton suggested, the textures are nice and crisp again. I am in the process of adding more detail, still some ways to go - not so easy to get a convincing aluminium skin from scratch:isadizzy:.

Where would the registration go on acivilian model? And what would be an appropiate registration?

Some more wip screenshots (with bloom):

View attachment 66470View attachment 66471View attachment 66472

Take care!
Sascha
 
Usually, the registration numbers on most of the civi birds I've seen are on the fuselage towards the rear.... about where you have the words "Cargo Bird".

But there are others that have it on the vertical stabs too. As far as what type of registration number... Not real sure there, especially on a cargo plane.
The bare metal textures look SWEET on the model, Sascha... but seeing the E-1B without the radome is gonna take some getting used to. :jump:

BB686:USA-flag:
 
Usually, the registration numbers on most of the civi birds I've seen are on the fuselage towards the rear.... about where you have the words "Cargo Bird".

But there are others that have it on the vertical stabs too. As far as what type of registration number... Not real sure there, especially on a cargo plane.
The bare metal textures look SWEET on the model, Sascha... but seeing the E-1B without the radome is gonna take some getting used to. :jump:

BB686:USA-flag:

This looks like a good place for the registry to me:

98597.jpg

I also like the blue cowlings and the tailstripes, maybe I should add that to the E-1B to have some golden-era flair :engel016:
 
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