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Author Topic: Visual update for the Yakovlev aircraft. (Based on 3D works; Karabas -Barabas, Barnesy, 101tfs, and new pilot models from Ranwers).  (Read 6999 times)

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9078roman

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My project is complete.

The archive itself was originally taken from the site - Aviaskins.
3D works were taken as the basis; Karabas - Barabas, Barnesy, 101tfs and new pilot models from Ranwers. For which I am very grateful to the authors. If you hadn't released this pack, I wouldn't have been able to "build" it this way.
Its entire database is contained in the folder -! YAK. All you have to do is drop the folder into your "WAW" mods folder and register air.ini. Inside the archive you will find a separate folder where you will find a few additional add-ons. See them in the screenshots. (in my opinion? this is the easiest way to let you know what you will be changing).
I will note separately.
Yak-7B-late aircraft has some visual problems. Because it was initially made incorrectly (since there is simply no separate good Mesh engine. In the Yak-7 series B, it is tightly "tied" to the body. But it still looks much better than the standard one. You can use it or refuse it. The choice is yours .
Little appeal.
If possible, then please (I'm talking to the main moderators of this site). When it's time to update the next version of "BAT", if possible, include these visual updates in the new version. I will be pleased.
Pak I "squeezed out" as much as possible. So it weighs acceptable. Let me remind you that at the beginning my pack weighed about - 9 GB. There were too many.
It's all for me. Hope you don't find any problems. And enjoy this update.
Thanks to everyone who helped me, I couldn't have done it without you.

Download Link :

https://www.mediafire.com/file/16ffgtkw7oxzmho/Visual_update_for_Yakovlev_aircraft_%2528with_Ranwers_pilots%2529.rar/file

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WxTech

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Re: New propeller for aircraft LAGG-3 (QUESTION ABOUT TEXTURES)
« Reply #1 on: April 25, 2023, 02:19:39 PM »

I do all my 3D work with a spreadsheet. For texture mapping, where the surface to which the texture is applied lies more or less on a plane defined by 2 of the 3 axes, I do this.

I start with a 2D plot of the surface from the the relevant plane from the 3D mesh. I then scale, shift and rotate the plotted points until they conform to the required UV points on the texture.

I realize that writing this out likely fails to convey the process. But this is the necessary approach for me due to lacking the 3D software. I balk at the prospect of the expense of proper software, and the cheap 3D solution seems to involve 2 or more programs and converting between different formats.

To start on my journey in 3D modeling nearly a decade ago, I first studied very simple objects like houses in order to understand the format of meshes. And so building a model, calculating the surface normals, texture mapping, constructing the faces and making the collision box using a very manual process via a spreadsheet results in an understanding at the most fundamental level.

But lordy, it is a slow slog working like this!
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Frankiek

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Re: New propeller for aircraft LAGG-3 (QUESTION ABOUT TEXTURES)
« Reply #2 on: April 25, 2023, 02:59:25 PM »

In this case it seems that the mesh needs to be rotated by 180 degrees
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WxTech

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Re: New propeller for aircraft LAGG-3 (QUESTION ABOUT TEXTURES)
« Reply #3 on: April 25, 2023, 03:45:04 PM »

I gathered the question concerned painting a texture on the prop blades, especially looking at the odd part of a texture presently there.

As to orientation, whether to rotate this mesh 180 degrees or invert the longitudinal axis depends on the blade pitch orientation, which should of course correspond properly to the prop rotation direction.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

9078roman

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Re: New propeller for aircraft LAGG-3 (QUESTION ABOUT TEXTURES)
« Reply #4 on: April 25, 2023, 04:28:13 PM »

guys, I'll rotate the mesh with no problem. And I will set the correct rotation of the screw.
I will expose everything correctly and beautifully.

But my question is how can I make a new texture for the propeller. Not covering, and not superimposed on the skin itself. Ideally, I care if there is a way to create my own texture. Separately. If so, where should it be and how should it be written. So that the skin itself does not suffer.

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WxTech

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Re: New propeller for aircraft LAGG-3 (QUESTION ABOUT TEXTURES)
« Reply #5 on: April 25, 2023, 06:12:42 PM »

In the plane's folder there are meshes for the stationary/slowly rotating prop and for the rapidly spinning prop. You can make a texture that resides wherever you like, either in the same folder where the great majority of resources are located, or in a completely different folder. Such as 3do/plane/textures. In that folder are many existing prop textures, and other stuff.

Or you could create your own folder. The mesh specifies where to find the .mat file for a texture, and the .mat file specifies where to find the .tga. Normally both .mat and .tga reside in the same folder.

Look at some existing planes to see how their resources are distributed.

As to mapping the texture, that's like skinning the plane.
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

9078roman

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Re: New propeller for aircraft LAGG-3 (QUESTION ABOUT TEXTURES)
« Reply #6 on: April 26, 2023, 04:12:53 AM »

In the plane's folder there are meshes for the stationary/slowly rotating prop and for the rapidly spinning prop. You can make a texture that resides wherever you like, either in the same folder where the great majority of resources are located, or in a completely different folder. Such as 3do/plane/textures. In that folder are many existing prop textures, and other stuff.

Or you could create your own folder. The mesh specifies where to find the .mat file for a texture, and the .mat file specifies where to find the .tga. Normally both .mat and .tga reside in the same folder.

Look at some existing planes to see how their resources are distributed.

As to mapping the texture, that's like skinning the plane.


WxTech, thanks this will open up a little "pandora's box" but I also thought last night that I need to see how it works on other planes. Okay, today I'm planning on doing submarines. Then one of these days I'll see what I can do with the propeller. Thank you, if something goes wrong, I will torment you with questions ...
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WxTech

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Re: New propeller for aircraft LAGG-3 (QUESTION ABOUT TEXTURES)
« Reply #7 on: April 26, 2023, 06:28:15 AM »

If an existing plane has a similar prop texture to that which you need, you could take that texture and do the required adjusting. Any image editing software that can handle the .tga format will do. For a static prop texture you need no alpha channel because everything you'll be covering is fully opaque. (A rotating prop blurred by fast motion into essentially a partially transparent disk does require an alpha channel.)
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Frankiek

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Re: New propeller for aircraft LAGG-3 (QUESTION ABOUT TEXTURES)
« Reply #8 on: April 26, 2023, 06:43:45 AM »

At Aviaskins they have finalized a new versions of the LaGG-3 series for 4.12.2 with improved textures

I am sure that you will find there the one you need

http://forum.aviaskins.com/attachment.php?attachmentid=73512&d=1681405181
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9078roman

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Re: New propeller for aircraft LAGG-3 (QUESTION ABOUT TEXTURES)
« Reply #9 on: April 26, 2023, 01:43:59 PM »

So I managed to achieve partially what I wanted, firstly I managed to turn it around. The problem remained only with the type of "rot" propeller. But it doesn't matter to me now.

I don't know if you understand me.

But I would like to see a solution like mine.

Just "overlap" the texture:



I don't know if you understand me. I would like to see a solution like mine. Here is the attachment: it has the same "overlap" (marked in red)



Next, I create a separate texture called Prop.tga.





(I know "Texstures namе" it's spelled wrong) Starting the game, the  "overlap" works fine. When changing the skin, nothing happens. I know that this is incorrect. I really want to "overlap" the texture and keep the skin itself. But I don’t understand how to register it, whether it is possible to make it on this basis (which I attached and which is marked in red) as a separate texture without conflict, and if so, where to place it, and how to register it. I have no experience, it's normal that I can't do it, so don't laugh:)

I'm just trying to start making sense of it all. So I ask for your help quite often.

That's what I want - "overlap" the propeller texture while keeping the skin.

Is this way possible?  possible?  possible?

:)





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WxTech

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Re: New propeller for aircraft LAGG-3 (QUESTION ABOUT TEXTURES)
« Reply #10 on: April 26, 2023, 02:27:49 PM »

I trust that you are not altering the skin, but instead are merely making your brand new prop texture.

Make sure that all "Prop1*.msh files refer to your new prop texture. In those files the reference will be to "Prop1", not, for example, "../textures/prop1".
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9078roman

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Re: New propeller for aircraft LAGG-3 (QUESTION ABOUT TEXTURES)
« Reply #11 on: April 26, 2023, 03:40:30 PM »

I trust that you are not altering the skin, but instead are merely making your brand new prop texture.

Make sure that all "Prop1*.msh files refer to your new prop texture. In those files the reference will be to "Prop1", not, for example, "../textures/prop1".

WxTech, I don't really understand what you mean. Excuse me. I can leave an archive for you. It weighs quite a bit. If it's not difficult, look at its contents. Maybe you can see exactly where I'm wrong.

Archive: https://www.mediafire.com/file/d03lpojsp1cqt4m/0New_Slot_LaGG3s1_s11.rar/file
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