[VEHICLE][WIP]USS Nathan James DDG-151 (US Navy Destroyer)
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@SkylineGTRFreak may be you shall teach me as well.
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@FoxtrotDelta hm, it's not very difficult. Not much to explain so far. Just make a model, import default prop and set up like that. It's mostly just mesh+collision and that's it.
Oh, but you have to color your models in Vertex color (RGB) dark red, otherwise your map will be illuminated at night (can be used for windows, screens, or something)
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@SkylineGTRFreak Thanks for the tip. i'll try a small map mod first.
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@FoxtrotDelta oh I should mention that I did this as prop map, not an actual .ymap object
One day, perhaps something like Edwards Air Force Base.... dreams
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@SkylineGTRFreak we have fsx sceneries and airports. too.
as long as the map works prop or ymap. it doesn't matter.
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@FoxtrotDelta unfortunately though most FSX sceneries would be too undetailed for GTA. But perhaps from DCS
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@SkylineGTRFreak I'm not talking about the whole scenery object just take airports or ports for example!
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@Voltrock @SkylineGTRFreak @CANAL-EMBRAER-GTA @FoxtrotDelta Looking at that model again, I noticed that it does not have the mini islands used to launch the aircraft. That being said, we can take the GTA V aircraft carrier islands and use those. They're pretty accurate. And we would need to model the jet blast deflectors, unless someone has a model.
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@SkylineGTRFreak holy crap, THAT's why my props keep glowing at night?! Fuck, I wasted so much time agonizing over that. Can you post a screenshot of what the properties need to look like in vertex mode?
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@Oskar I forgot... I do happen to have a 3D Model of a Gerald R. Ford class carrier. I think it needs textures though.
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@nathanjamesddg151 said in [VEHICLE][WIP]USS Nathan James DDG-151 (US Navy Destroyer):
I think it needs textures though.
No problem for that, but we must to be 2 or 3 on it and work with same software ( a boat is a very huge work)
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@Voltrock sort of, but an aircraft carrier is actually quite simple, if it is just the exterior. Also, have you looked at the texture file?
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@nathanjamesddg151 yep i looked texture file, we can rework and to do many layer with different blending option to keep the same lighting
EDIT : they forgot many details on it (i checked on google
this deck is correct )
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@nathanjamesddg151 How detailed is the model of the Gerald R. Ford class carrier?
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@Oskar I'm not sure. It's been a year since I downloaded it. I'm not even sure if I still have it. I'm pretty sure it was under 1000000 polygons.
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@Voltrock did you make that texture? Or is it from Google?
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@nathanjamesddg151 i don't know (a model) , i found it on google but i don't know where but i really like detail on this deck
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@nathanjamesddg151 Would be pretty cool as a drivable vehicle. I could adapt the CATOBAR script I'm currently working on for the default static carrier to it.
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@Voltrock so do I. But is it big enough? And could you recreate it?
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@Oskar I'll see if I can find it.
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@nathanjamesddg151 i need just to recreate line and writing, after deck texture i have, brake track not yet (don't very hard)
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@Voltrock We should really use the GTA V flight deck textures since they have full normal and specular maps and we know they look okay in GTA V.
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@nathanjamesddg151 flight deck from gta 5 is very horrible
do u prefer to have this (chemsol)
or this (cement)
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@Voltrock probably your rextexture, but it should be a little worn, like the GTA carrier. @SkylineGTRFreak @CANAL-EMBRAER-GTA I found the GTA model of the ICCS (Integrated Catapult Control Station) that is used to activate the forward catapults. I think it will do, but someone will have to add it to the carrier. @SkylineGTRFreak I'm not sure if your John C. Stennis model has the ICCS station on it, so it could be useful to you as well.
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@Oskar I couldn't find the Gerald R. Ford model.