[VEHICLE][WIP]F-14A Tomcat
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Look nice, 4k texture it s ok generally, it s just for writing and rives on vehicles.
For ur problem, try to restart ur pc, look ur uptade (maybe) and check, i think u ll find ur problem easily
Check up all thing about what u maked previously
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@nathanjamesddg151 since the mod worked fine and I didn't do any changes to it+the fact that it affects several programs makes me believe it must be something rgearding the PC. However, GTA V is installed on my F: drive, all the other slow programs on my C: (System) drive. Sigh, thanks for your tips folks, I will try some things out.
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Okay... WTF moment. Spent all this time running various programs and cleaning my PC (got rid of 200gb of data
).
In the end the thing causing GTA, OpenIV and DISCORD (Discord? really? W.T.F.?!) to not run was a faulty NVidia driver. Strangely enough The Division and Armored Warfare worked fine. I suspect that the game crash triggered something so that all programs open at the time of the crash suffered from it.
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@SkylineGTRFreak driver registry. who would of had thought. you got it working Congrats!
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"Splash the Zeros, I repeat... splash the Zeros"
The second film after Top Gun (popularity wise) to show the F-14 in all its beauty(Final Countdown)
And some more shots at dawn:
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@SkylineGTRFreak specs & bumps in the night man!
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@SkylineGTRFreak The Final Countdown was released 6 years before Top Gun.
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looks truly marvelous!
Only have the VF-84 Jolly Rogers and VF-154 Black Knights in 8k resolution now. "premium skins" so to say. Debating on whether to make the VF-111 Sundowners 8k as well or leave as is.
Edit: @nathanjamesddg151 That why I said popularity wise
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@SkylineGTRFreak MIG 35 is on its way with 8k textrues as well
Thanks for taking gta 5 modding to the Next Level!
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@SkylineGTRFreak I'm a Final Countdown fan myself. Top Gun is good, but has way to many technical errors.
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"Hard deck is 10.000 feet"
head on pass at something like 200 feet above ground followed by a chase directly through mountain tops
K.
"Maverick's in a flat spin and headed out to the see" Dumbo if you're in a flat spin I don't see you headin' anywhere (not to mention that they were the desert and then somehow over the middle of the ocean).
Yea, I can defo see what you mean hahahahaha
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@SkylineGTRFreak "We weren’t below the hard deck for more than a few seconds. I had the shot. There was no danger. So I took it.” Basically saying "we didn't hit the ground for more than a few seconds..."
Also, a major plot hole is that had Goose followed the NATOPS procedures while ejecting, he wouldn't have died.
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@SkylineGTRFreak said in [VEHICLE][WIP]F-14A Tomcat:
@FoxtrotDelta yuuuuuuuus, it works!
So crisp! I sent u a corrected Maverick jet skin check the chat. Is this the correct size or should I make a larger canvas version?
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I keep finding things to renew hahahaha... Now I made the gauges look more realistic at night. Instead of just making them light up all together, I made cut out textures of the writings, colored them red and tada... White when the light is switched off, red when it's turned on. Too much work to include this by default on future mods though.
Sadly I can't color the working gauges, but... whatever.
Improved intensity of the blue lights at night.
And added a buddy pod refueling hose to the F/A-18D: (WE NEED A AERIAL REFUELING SCRIPT HINT HINT HINT )
8k texture up close
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@SkylineGTRFreak If that MFD level altitute meter Moves the one in Green that would be Perfect!!! i am trying something out myself as well to edit script lazer dials. but have fialed a couple of times.
and By the way, Those Specs and Bumps!! look so COOOLLLL!!!! almost a real aircraft there!. and it's just a photo. wait till it comes in game!
p.s i wanted to ask, how many liveries did you successfully integrate into that ytd. cuz i could only get 3 without loosing much detials on that 1 8k dds file!.
Edit: forgot to say. Kudos for Air to air refuling manuever it's not that easy to do!!! im wonder struck!
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I should continue on the aerial refueling script I started a while ago. I stopped with it cause of the AI often being too stupid to perform some maneuvers. But I'll look into it again soon.
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@Oskar wouldn't it technically be enough for it to fly straight, attach the player plane to the refueler plane when reaching a certain position and then detach it after a certain period of time? I mean I don't really have a clue, that's just how I'd imagine it.
@FoxtrotDelta indeed, indeed... One could probably make it move when making it an extra mesh and then use rudder movement or something... buuut idk. It would be great to make custom dials and gauges, but I sadly don't it happening soon.
Oh and I have 6 liveries. But 4 in 4096x4096 res and 2 in 8192 res (normal map is also 8192, spec map is 4096)
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@SkylineGTRFreak Well, I'm trying to make it very realistic and sometimes the NPC in the tanker just didn't wanna fly where it's supposed to. But like I said, I'll look into it again!
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@SkylineGTRFreak so if we put like 4k resolutoin and 8k resolution 2 different resolutions on the same model, the uv mapping doesn't get effected? if that's the case. i might do the same. ! please do advise.
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@Oskar @SkylineGTRFreak
usually the fuel line and probe don't move right? they remain static in one straight position. why would you want it moving? both sides of probe and female attachemnt points are supposed to be static i believe.Edit: just figured out you were talking about the HUD MFD. and wow that's a great idea as well. p.s please Tick the cast shadows and recieve shadows option for the livery paint material. it looks so much real that way.
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As I'm now working on the aerial refueling script again, I also decided to continue with my workirng carrier script. The catapult is already working while I still have some problems with the arresting cable. I just can't get it straight, it always sags and goes trough the flight deck.
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@FoxtrotDelta said in [VEHICLE][WIP]F-14A Tomcat:
so if we put like 4k resolutoin and 8k resolution 2 different resolutions on the same model, the uv mapping doesn't get effected?
UV Mapping works on a texture-space 0 - 1 system, that is independent of texture resolution. 0 is always left-edge and 1 is always right-edge, no matter how big or small the texture is... same vertically.
As long as textures are the same aspect ratio, there shouldn't really be a problem using different sized textures... even in the same texture dictionary, or even on the model itself. 1K spec map, 2K normal map plus 1K, 2K and 4K diffuse maps should all co-exist quite happily together.
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@LeeC2202 wah. i didn't know that. Thank you lee. always an informative conversation
i appriciate it. a thing more i learnt today
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@FoxtrotDelta I was also going to add that the aspect ratio isn't actually a limitation. If you decided you wanted more horizontal resolution than vertical, you could use a 2048x1024 texture on a UV mapped area designed for 1024x1024.
As long as the details were spaced the same across the texture, it would still compress down into an effective 1024x1024 texture-space... but giving you higher horizontal (or vertical if you used a 1024x2048) resolution.
It's not a scenario that I have seen used that often but it is an option if ever that need arose... and that can equally be interchanged with square textures... it's the great thing about texture-space, it allows a great deal of flexibility if you really need it.
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@LeeC2202 May be that's why when skyline used the bump maps of 4k on 8k livery, the details and 3d effects really pop out of the model, since you say it enhances horizontal image resolution