Used Substance Painter to bake AO and aluminum material for the body of Shamal (aluminum is common for airplanes in real life). Now the texture needs detailing manually (lines, etc).
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Voltar para “GTA SA Airplanes Remastered”
- 28 Jun 2020, 23:31
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
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- 27 Jun 2020, 20:31
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
- Exibições: 21871
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- 26 Jun 2020, 14:26
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
- Exibições: 21871
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Re: GTA SA Airplanes Remastered
Added slats, spoilers, tail skid, and other new parts. Reduced polycount more (I see one more exterior part that still needs polycount optimizing).
- 24 Jun 2020, 21:50
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
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Re: GTA SA Airplanes Remastered
old:
vs
new (showing only what parts i remade - still need to remake some other parts. Remaking not only for decreasing poly count but also to correct crooked stuff such as the wings):
15mb vs now 7.8mb dff size (and still decreasing).
Is fun comparing my current and old modelling skills while reworking on this Shamal.
Not only bug fixing and (huge) poly count reduction for next Shamal update release, there'll also be new parts added such as tail skid and spoilers, and new functions thanks to Grinch_ (Functional Vehicle Components).
Anyway, here, current as of this post:
Most of exterior parts are redone. Need to rework the cockpit (its' polycount is too high).
vs
new (showing only what parts i remade - still need to remake some other parts. Remaking not only for decreasing poly count but also to correct crooked stuff such as the wings):
15mb vs now 7.8mb dff size (and still decreasing).
Is fun comparing my current and old modelling skills while reworking on this Shamal.
Not only bug fixing and (huge) poly count reduction for next Shamal update release, there'll also be new parts added such as tail skid and spoilers, and new functions thanks to Grinch_ (Functional Vehicle Components).
Anyway, here, current as of this post:
Most of exterior parts are redone. Need to rework the cockpit (its' polycount is too high).
- 22 Jun 2020, 18:57
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
- Exibições: 21871
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Re: GTA SA Airplanes Remastered
So, been a while since I last modded Shamal. Today got burned out with bikes and switched to Shamal.
Remade the exterior body model. Dff size now sits at 8-9mb. We gonna do two versions - one's with interiors, and the other's without interiors (the version without the interiors would sit at around 4-6mb).
wip.
Remade the exterior body model. Dff size now sits at 8-9mb. We gonna do two versions - one's with interiors, and the other's without interiors (the version without the interiors would sit at around 4-6mb).
wip.
- 20 Dez 2019, 23:43
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
- Exibições: 21871
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Re: GTA SA Airplanes Remastered
I see.
Noticed your mixsets mod has an option that disables vehicles from turning its color to white when applying a paintjob.
So, I set NoPaintjobToWhite to 1 in your mixsets mod; it fixed the white color bug for Shamal (I tried "_pj=0-2c". Dunno bout "_pj=0-2".).
Mixsets (NoPaintjobToWhite at 0) was conflicting with VehFuncs.
Noticed your mixsets mod has an option that disables vehicles from turning its color to white when applying a paintjob.
So, I set NoPaintjobToWhite to 1 in your mixsets mod; it fixed the white color bug for Shamal (I tried "_pj=0-2c". Dunno bout "_pj=0-2".).
Mixsets (NoPaintjobToWhite at 0) was conflicting with VehFuncs.
- 17 Dez 2019, 09:16
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
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Re: GTA SA Airplanes Remastered
The reason it turned to grey is cuz I used a blank grey texture for the gold interior in main/parent txd (paintjob "0") even though i set the gold interior to load paintjob 3-5 (not 0). Was experimenting. Ya, doesn't matter any texture for paintjob "0". Paintjob 0 is loaded for the gold interior for a few seconds, after the interior is spawned, before a real paintjob (_pj=3-5c)'s loaded.
Just wanted to detail more for Junior.
- 15 Dez 2019, 20:50
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
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Re: GTA SA Airplanes Remastered
Been fixing/improving Shamal (white wine/whiskey glass bug, reflection on exterior bug, etc), and reducing its polycount (reduced dff size from 15mb to 12mb).
We (me and Kkjj) agreed that the cockpit needed more buttons, so I spent most of my time improving cockpit's feel/look.
Stole this from the net:
(Google image). It's for the sides of the cockpit.
The 2D texture was too flat/fake looking, no 3D buttons, etc. So, changed it into this:
Still need to light up the gauges, letters, etc. WIP.
We (me and Kkjj) agreed that the cockpit needed more buttons, so I spent most of my time improving cockpit's feel/look.
Stole this from the net:
(Google image). It's for the sides of the cockpit.
The 2D texture was too flat/fake looking, no 3D buttons, etc. So, changed it into this:
Still need to light up the gauges, letters, etc. WIP.
- 15 Dez 2019, 20:24
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
- Exibições: 21871
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Re: GTA SA Airplanes Remastered
@ Junior_Djjr
The paintjob function from your VehFuncs mod. I set up the function for Shamal (see 1st pic below).
This is the result:
The white color bug. Notice the "c" letters in the first pic above ("_pj=0-2c") - the "c" function is supposed to preserve vehicle color right? Looks like it doesn't work for airplanes. I also tried without the "c" function - same result. The paintjobs for the Shamal interiors changed no problem though - just that white color bug on the exterior body applied with primary color (carcols).
The paintjob function from your VehFuncs mod. I set up the function for Shamal (see 1st pic below).
This is the result:
The white color bug. Notice the "c" letters in the first pic above ("_pj=0-2c") - the "c" function is supposed to preserve vehicle color right? Looks like it doesn't work for airplanes. I also tried without the "c" function - same result. The paintjobs for the Shamal interiors changed no problem though - just that white color bug on the exterior body applied with primary color (carcols).
- 13 Dez 2019, 10:50
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
- Exibições: 21871
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Re: GTA SA Airplanes Remastered
Not sure regarding the VehFuncs paintjob function - been a while since I fiddled around with it. I'm going to retest/retry the paintjob function for Shamal.
We thought interior looked good without mipmap. And to keep TXD size as low as possible.
Thanks, Crowdigger - will look into this.
We thought interior looked good without mipmap. And to keep TXD size as low as possible.
Thanks, Crowdigger - will look into this.
- 10 Dez 2019, 07:16
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
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Re: GTA SA Airplanes Remastered
The indicator is correct.
See here:
See here:
- 09 Dez 2019, 23:08
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
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Re: GTA SA Airplanes Remastered
GTASAAR Shamal is completed (Well, kinda. We have more in mind to add to Shamal but we decided to hold 'em till for next update).
Download is in first post of this thread.
Download is in first post of this thread.
- 30 Nov 2019, 18:41
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
- Respostas: 109
- Exibições: 21871
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Re: GTA SA Airplanes Remastered
Sure I can do that eventually.
- 27 Nov 2019, 20:19
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
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Re: GTA SA Airplanes Remastered
We were tweaking envmap, spec, and shininess almost all day today. We ended up with this:
Shamal looking good for all skygfx pipelines.
Maybe not finalized.
Shamal looking good for all skygfx pipelines.
Maybe not finalized.
- 21 Nov 2019, 11:33
- Fórum: Veículos
- Tópico: GTA SA Airplanes Remastered
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Re: GTA SA Airplanes Remastered
Yup, the thrust movement is AI Planes'. Dunno if "f_spoiler" helps or not (haven't tried) - I'm going to test it now.Junior_Djjr escreveu: ↑21 Nov 2019, 07:47Looks perfect.
That thrust movement when stopping is AI Planes that you said?f_spoiler
doesn't help?
edit:
linked brakes object to f_spoiler dummy (also tried renaming the brakes object to "f_spoiler") - doesn't do anything ingame, as if f_spoiler function doesn't exist.