Zephyr Net


Return to the Fighters Anthology Resource Center

Go to the VNFAWING.com Forums
It is currently Thu Nov 21, 2024 17:18 pm

All times are UTC - 5 hours [ DST ]




Post new topic Reply to topic  [ 18 posts ]  Go to page 1, 2  Next
Author Message
PostPosted: Sun Sep 22, 2024 12:00 pm 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
Hello everyone!

Welcome to the Community Aircraft Pack (CAP), the purpose of this Jane's Fighter Anthology PIC and SH package is to share our works with the community, so we can share it for mod projects.

Anyone are free to use any SH and PIC they want to and please make sure to add our names to the credits for the work on SH and PIC files.

I want to give big thanks to Terrance for OpenFA tools, Plurry for explaining us about how SH works, CAG Hotshot, USNRaptor, Centurian (Outlaw), EZBurger, and other modders for the SH and PIC files, and finally, Jane's Fighter Anthology developer team for making awesome Jane's FA!

I also want to thank everyone for the feedback, they are the reasons why I can keep improving the mod pack further.

I have released the first version of CAP v0.01 which includes improved F-4 Phantom II shapes. I am currently working on Miarge III series. I will post the screenshot soon.

-----------------------------------------------------------------------

DOWNLOAD:

DOWNLOAD LINK:
(CWP v0.02) https://www.mediafire.com/file/lzo8av1k ... 2.zip/file

------------------------------------------------------------------------------

CHANGE LOG

v0.01 - The first release
- Added F-4 Phantom II series

v0.02 - Added Mirage III and Mirage 5 Series

------------------------------------------------------------------------------

CURRENT PLANS

AAMs
- Working on IAI Kfir and Mirage 2000 series

------------------------------------------------------------------------------

FUTURE PLANS

- MANY PLANES OVERHAUL

------------------------------------------------------------------------------

NOTES AND COMMENTS:

- SCOPE OF CWP Project: I am more focused on modifying the vertexes and move them around to make each aircraft look closer to actual aircraft shape. However, for the texture, I intend to create or enhance them while keeping the original skin resolution size (Low resolution). It takes too much time to re-configure the location of each skin points on the texture. If I want to turn skins into higher resolution, it would take me weeks, if not month to do each plane. I rather to focus more on the shape improvement, and create or improve the low resolution skins, which would allow me to work on multi-planes at the same time. However, i intend to maximum the best looking texture in the low resolution environment as possible.

- IMPROVE CWP assets further; To anyone who want to improve the assets of CWP further, you are more than welcomed to do it. In fact, I encourage that. All I ask of you is to add the community and my name to the credit, that's all. It would do us the great joys to see any aircraft updated shape and texture being improved even further by any modders.

- FA standard size and re-scaling; As mentioned above, based on OpenFA and the notes from Terrance, author of OpenFA, each vertexes is 4 inches for shape size. I am using that to rescale each aircraft to that standard.

- Dynamic Roundel System vs Texture based roundels; There are two versions in CWP, you will see two type of folders:

_GENERAL
Nations folders

_GENERAL folder contains aircraft with Dynamic Roundels systems (DRS), it contains the rounds that automatically appear on upper left and lower right part of wings. And this time, it is updated to use shader, so it no longer glow in the dark.

However, for nations' folders, DRS is disabled and replaced by roundels on texture. This version contains more roundels and detailed texture on aircraft.

- Providing feedback; Feedback are always most helpful for improving or fixing issues with any shapes or skins. Please feel free to provide the feedback in either discord or forum.

-----------------------------------------------------------------------

Thank you for enjoying our mods!


Eagle114th / Flowing Dragon

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Last edited by Eagle114th on Thu Sep 26, 2024 09:11 am, edited 4 times in total.

Top
 Profile  
 
PostPosted: Sun Sep 22, 2024 12:13 pm 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
I am sharing what I have learned while working with SH and PIC.

F-4 Phantom II series is my first attempt to work with SH and PIC after working on CWP (Community Weapon Pack).

By using the existing skins to work with, I learned how to blend the line and rivets along with the camo and did my best to improve the shape to match real F-4s. I like the way CAG use a solid dark color for cockpit glasses, since cockpit glass is not 100 percent transparent like water in real life. I follow his style by picking the color I think is closest to the actual F-4's cockpit glass tint colors. I wish there is a way to make it semi-transparent.

Unfortunately, I do not know how to add extra vertexes nor indices that would allow me to add more polygon, so therefore I do my best by moving the existing shape around. You can see the result of improved F-4B / C / D / E / J

NOTE: I made the nose longer and moved the bottom fo nose a little, to make it look closer to F-4E with their 'chin gun'.

F-4B
Image

F-4J
Image

F-4C
Image

F-4D
Image

F-4E (DESERT)
Image

F-4E (SEA)
Image

Here are UK F-4K and M, notice they have different texture for engine cowling, since they use different engines.

F-4K
Image

F-4M
Image

Germany F-4F
Image

Iran F-4E
Image

South Korea F-4D (Thank you CAG Hotshot for this skin)
Image


Eagle114th

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Last edited by Eagle114th on Sun Sep 22, 2024 12:34 pm, edited 2 times in total.

Top
 Profile  
 
PostPosted: Sun Sep 22, 2024 12:24 pm 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
The Mirage III is the largest projects I have worked on. This time, I spend a lot of time creating new skins for the Mirage III series.

After re-scaling the Miragge, reshaped the body of Mirage 5 into Mirage III, i experimented with the texture. I wanted to add bare metal effects, took me many tries, due to the limitatino of the color palatte.

Managed to get it working. I manually selected the colors to create the 'metal looking'

Image

Here is Mirage E (Bare Metal) with France Ada roundels

NOTE: there are two version sof Mirage III SH and PIC, one with working dynamic roundel system, where the roundel automatically appear on left upper and right lower side of wing, bsed on nation you select in FA (Default). Another version have it disabled and only display the roundel from PIC.

Image Image Image

Here is Mirage III C (Desert)
Image Image Image

Mirage III CJ Shahak - BARE METAL
Image Image Image

Mirage III CJ Shahak - DESERT CAMO
Image Image Image


Eagle114th

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Top
 Profile  
 
PostPosted: Mon Sep 23, 2024 21:05 pm 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
Hello everyone!

I am working on Mirage 5 series, including Nesher. For both Shahak and Nesher, I am making two versions of desert camo, with and without the black / orange triangle.

Here are two versions of IAI Nesher:

Image
Image


Eagle114th

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Top
 Profile  
 
PostPosted: Tue Sep 24, 2024 00:51 am 
Offline
User avatar

Joined: Tue Mar 11, 2003 18:54 pm
Posts: 4436
Nice Work!!! 8)

_________________
Hotshot
"FAF Shape Meister"
FAF/FA-2 Design team
TSH Member/Developer
VNFAWING.com Forum Administrator

VNFAWING Forums
VNFAWING Website

FA Futures/FA-2 is Still Being Worked On and Will Be Released...


Top
 Profile  
 
PostPosted: Wed Sep 25, 2024 10:32 am 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
CAG Hotshot wrote:
Nice Work!!! 8)


Sir, thank you!!! I am happy you like the projects I am doing! I am almost completed with Mirage E2 and SDE. Mirage 5F is completed. WIll post screenshots soon!


Cheers!

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Top
 Profile  
 
PostPosted: Thu Sep 26, 2024 08:36 am 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
Hello everyone!

I have more to share about CWP process:

There are two types of skins for Mirage series; One with udpated dynamic roundel ssytem and another is texture-based roundel.

For dynamic roudnel system, it is roundels that automaticaly appear on upper left and lower right side of wings. And this time, it is updated to have shader working, which mean it no longer glows in the dark.

However, for texture version of rounds, it disables the dynamic roundel system and replace with texture version and this time, it have more roundels around the body and more details.

Here are Mirage 5F with dynamic roundel systems (DRS for short):

Image Image Image

Next, this is Mirage 5F (Texture version)

Image Image Image


Next, this is Egyptian Mirage 5E2 and Mirage 5SDE, you can use the skins for either Mirages;

(DRS version)

SKIN 1
Image Image Image

SKIN 2:
Image Image Image

(Texture version)

SKIN1:
Image Image Image

SKIN2:
Image Image Image


Eagle114th

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Top
 Profile  
 
PostPosted: Thu Sep 26, 2024 09:06 am 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
Hello everyone!,

New version of CWP v0.02 is now released. The download link, along with more informations and comments in the first post.


Eagle114th

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Top
 Profile  
 
PostPosted: Sun Sep 29, 2024 01:32 am 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
Hello everyone, I

i have the report to share;

Firsst I want to thank CAG Hotshot for inpsiring me to improve my old texture with newer version. After seeing his F-16XL and Eurofighter with new engine cowling texture, I decided to improve F-4s in CWP and see if I can make new texture from stratech. This is the result:

Based on this image:
Image

BEFORE
Image

AFTER
Image

In-game
Image

Image

I am updating all variants of F-4s with improved texture and will use it on IAI Kfir series too.


Eagle114th

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Top
 Profile  
 
PostPosted: Sun Sep 29, 2024 03:12 am 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
Early F-4s are getting new engine texture updates too.

Image


Eagle114th

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Top
 Profile  
 
PostPosted: Mon Sep 30, 2024 01:40 am 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
Hello everyone!

After spending hours fixing the texture coordination for IAI Kfir, the texture finally align with each other. Not all of face, some fo them that made texture seem off and not aligned. It surprised me how off the left sdie are, compared to right side. For example, both wings are symmetric with the texture, since it uses same one texture for top and another for bottom wing in PIC file.

However, the left winng are off by several pixels, which mean, the right does not show the same aligned texture as left side. That is fixed.

Then next horus are spent creating the lines and camo, then blend them together. Here are WIP screenshot of IAI KFIR (late version with canard)

Image Image Image Image Image Image

I am now working on the destroyed version so they have the texture.

Keep in mind, I work with shape for main aircraft body only, not destroyed version. It would take me tooo long time, probably 5 times of the work. Rather, I only update the texture for destroyed version, as well update the base shape colors. That way, it still look close enough to the main shape / texture when being destroyed.


Eagle114th

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Top
 Profile  
 
PostPosted: Mon Sep 30, 2024 14:00 pm 
Offline
User avatar

Joined: Sat Mar 12, 2011 07:27 am
Posts: 44
Location: Ostrava, Czech Republic
:arrow: The quality of your work continues to improve with each new model :!:


Top
 Profile  
 
PostPosted: Mon Sep 30, 2024 21:05 pm 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
Hello Plurry,

Thank you! I am learning and grow more each time I work on various projects.

Right now I am re-doing all roudnels because by the nature of low resolution. In case anyone wonder why I stay in FA's deafult low resolution environment; It is due ot my concerns of FA crashing if there are too many high resolution texture everywhere because FA is desigend to handle limited memories.

And that is where any modders comes in, and that is to expand / improve skins into higher resolution for CWP / CAP.

I am learning how to make smooth roundel in low resolution as possible:

Image


Eagle114th

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Top
 Profile  
 
PostPosted: Tue Oct 01, 2024 15:33 pm 
Offline
User avatar

Joined: Sat Mar 12, 2011 07:27 am
Posts: 44
Location: Ostrava, Czech Republic
About the roundels in general.
Roundels are only good for creating quick missions.
And no matter how well you try to make them, they'll never look good enough.
They'll always be blocky because of the way the transparency is handled in the game.

In my opinion, roundels are absolutely useless in Campaigns and Pro Missions.
In these situations, I'm more in favor of making the insignia as part of the textures.
It makes all equipment, and especially aircraft, look much better and more authentic, especially when you add more specific graphic elements for individual units and squadrons.


Top
 Profile  
 
PostPosted: Tue Oct 01, 2024 21:27 pm 
Offline

Joined: Sun May 04, 2003 12:43 pm
Posts: 377
Location: N/A
plurry wrote:
About the roundels in general.
Roundels are only good for creating quick missions.
And no matter how well you try to make them, they'll never look good enough.
They'll always be blocky because of the way the transparency is handled in the game.

In my opinion, roundels are absolutely useless in Campaigns and Pro Missions.
In these situations, I'm more in favor of making the insignia as part of the textures.
It makes all equipment, and especially aircraft, look much better and more authentic, especially when you add more specific graphic elements for individual units and squadrons.


Precisely! I think and feel the same as you do. I rather to crfeate roundels being part of texture, it feel much more real this time. I don't understand why Jane's FA only create two roundels for each plane, one on upper of left wing, and lower of right wing. It makes no sense.

NOTE: Just for clarifying, the pixelizated circles I created above is for roundels on the low resolution texture, not the 'roundel' system.


Another thing that surprised me, many of pllane have texture coordination not correctly aligned with each other. For example, on IAI KFIR, i was surprised that left wing, canard, and other part does not display exact same texture as another side. I had to fix it. At least I am learning how to fix it, which is major pain in ass. But it's worth it, because iit looks great in Jane's FA.


Eagle114th

_________________
"Great pilots are made not born... A man may possess good eyesight, sensitive hands, and perfect coordination, but the end product is only fashioned by steady coaching, much practice, and experience."
Air Vice-Marshall J.E. "Johnnie" Johnson, RAF


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 18 posts ]  Go to page 1, 2  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: Bing [Bot] and 48 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group