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#3325746 - 06/23/11 12:28 AM Re: Jasta 11 Albatros--Skinpack ***** [Re: JFM]
Graf Offline
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Registered: 03/24/03
Posts: 1847
Loc: West Texas
Originally Posted By: JFM
I agree, Copter. Albs are my favorite.

Much better, Elephant! 777 won't make the classic Johannisthal Alb DIII but by God you guys are getting us close! cheers

Next step, as I told Graf, is get rid of the overframed control surfaces. The ailerons, rudder and elevator were very smooth without any or very, very little frame visible. Every flight sim and just about every profile overdoes the frames on these areas.

Here's my MvR DII skin, for an example. I didn't get them off the rudder so well but I had success with the ailerons and elevator:



I don't think there is anymore to change with the rudder mate. I've tried everything I know of and yet that rounded rudder edge is still there. I'm guessing its part of the 3D model. frown
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#3325776 - 06/23/11 02:35 AM Re: Jasta 11 Albatros--Skinpack [Re: Graf]
elephant Offline
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Registered: 02/14/05
Posts: 867
Loc: Patras-Greece
No, I don't think he means that...
He says that in general the framing relief is overdone, should be more subtle...
I think that the only chance of reducing that overdone relief is by editing the bump map further.
I'll try to fiddle a little more wiith the normal map reducing the relief effect on the fabric areas...
I'm afraid I'm not qualified enough to do such radical change, though... sigh

Have you checked the edited alpha and bump, Graf?
I have edited the rounded footstep alpha, as well, if you want...


Edited by elephant_ (06/23/11 07:12 AM)
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#3326138 - 06/23/11 01:54 PM Re: Jasta 11 Albatros--Skinpack [Re: Graf]
Graf Offline
Member

Registered: 03/24/03
Posts: 1847
Loc: West Texas
Ok, worked on the nose footstep with no luck. I worked both the alpha and bump but still at certain angles the footstep still shows.



The same goes for the cockpit footstep. Without editing the 3D model I don't think we'll be able to successfully create a 100% historical Johannisthal Albie. frown

Elephant, if you want to continue work in that direction, go ahead. Right now I am correcting my weight tables and other markings Jim provided me.

smile
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#3326164 - 06/23/11 02:26 PM Re: Jasta 11 Albatros--Skinpack [Re: Graf]
elephant Offline
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Registered: 02/14/05
Posts: 867
Loc: Patras-Greece
OK, I see what I can do more...
I don't know why, but I think that mine is less visible...
I could be wrong though.
I'll check again.
I have realised the changes in my game, for all historical D.III Johannisthal machines.
Is it all right with you to release it as a Mod, until you and Ansirial make that Albatros overhaul?

Here is the Readme:

If you want a more accurate, at least visually, first half of 1917, Career experience with the Albatros D.III in RoF, this is the Mod for you.
What does it do:

Edits the default Albatros D.III skin, (OAW in RoF), to look as if it was a Johannisthal model, masking the rudder properly and eliminating the frontal, (engine), footstep, that was characteristic of the OAW model.
Also changes the weights table stencil on the port side to a Johannisthal style one.

All the historical (official and community), skins that meant to depict Johannisthal machines are edited accordingly.

Introduces, new alpha channel and new normal map.

This mod is fully compatible with the OAW series Albatrosse in game.
No visual anomalies have been noticed, whatsoever.

Installation:

It is highly recommended to use JSGME, (JoneSoft Generic Mod Enabler),
to install this Mod into your game so you can easily go back if something doesn't work for you.


JSGME is a Mod enabling-disabling utility you can download free, from:

http://www.users.on.net/~jscones/software/products-jsgme.html

Once you've installed JSGME in your game's main directory,
a folder named MODS will be created.
Extract the AlbatrosD3_Johannisthal folder into the MODS folder.
Run JSGME and enable the mod.

Enjoy!



Main alpha channel editing, (Johannisthal rudder creation) by Graf.
Further alpha channel, normal map and skins editing by elephant.
Detailed corrections by JFM.

PS: If you don't want to use JSGME and still want to install this mod,
just copy the data folder included in the AlbatrosD3_Johannisthal folder to your game's main directory,
merge it with the existing folder and overwrite when asked, at your own risk!




Spyros Tsimas
aka elephant
June 2011
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#3326178 - 06/23/11 02:43 PM Re: Jasta 11 Albatros--Skinpack [Re: Graf]
paf_eaf310 Offline
Member

Registered: 11/16/07
Posts: 163
Juts want to let you know, that I love this thread! thumbsup

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#3326221 - 06/23/11 04:02 PM Re: Jasta 11 Albatros--Skinpack [Re: Graf]
Graf Offline
Member

Registered: 03/24/03
Posts: 1847
Loc: West Texas
Just downloaded your file E. Ok, ok...I should have something ready soon. smile
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#3326238 - 06/23/11 04:15 PM Re: Jasta 11 Albatros--Skinpack [Re: Graf]
elephant Offline
Member

Registered: 02/14/05
Posts: 867
Loc: Patras-Greece
Are you OK with the public release of the above full mod?
That implements the D.III Johannisthal changes to all the relevant historical, (official and community), skins?
Not just for the default skin as I posted earlier...

PS: If yes, I would be greatfull if you designed the default D.III skin for this mod.


Edited by elephant_ (06/23/11 04:18 PM)
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#3326246 - 06/23/11 04:20 PM Re: Jasta 11 Albatros--Skinpack [Re: elephant]
Graf Offline
Member

Registered: 03/24/03
Posts: 1847
Loc: West Texas
I am. Tho I am making more changes as we speak. Just corrected the rudder and about to make the rounded cockpit footstep.

Where did you find the D.III bump file?
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#3326276 - 06/23/11 04:58 PM Re: Jasta 11 Albatros--Skinpack [Re: Graf]
elephant Offline
Member

Registered: 02/14/05
Posts: 867
Loc: Patras-Greece
I edited the original...
OK, I'll hold a bit...there in no rush.
I have edited the rounded footstep alpha as well, but since the radiator is offset anyway, I prefered to use the squared one...

I checked again my mod in game, with lighting conditions closing to those of your screen and can't see the step:

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#3326283 - 06/23/11 05:07 PM Re: Jasta 11 Albatros--Skinpack [Re: Graf]
Graf Offline
Member

Registered: 03/24/03
Posts: 1847
Loc: West Texas
Here is my attempt at reducing the framing on the rudder, elevator, and aileron. My version has the rounded footstep so perhaps we can include both. Some skins will have the rounded footstep as they actually did so perhaps its best we do have both for use. smile

http://www.mediafire.com/?bgd1r1ndq6anblh

wink
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