:> i spent the later part of my after noon making this... its at 1028 polygons, which im quite sure is acceptable!
i will skin her soon! Shes Raiden2, my take on a futuristic Joint Strike Fighter-esque combat craft. i was going to model VTOL nozzles in, but the coding would prolly kill me(and no, i dont want that to happen :>) So she will just operate as a conventional fighter, and needs sufficient runway to take off and land!
This is that hard/fun part of my mini mod! :
Raiden 2 will feature explosive chaff. it will be dual-pilot config, on facing forward and one facing back. (cause i have NO idea how i would go about coding in 3 attacks for the pilot. yes, im dumb. if u can help, pls say! i will be very very grateful!)
the 'gunner' can activate the "frag-chaff", which are actually grenades. they topple/eject out of ports on the sides of the aircraft and jump upwards, they are timed to about 1.5 seconds after ejection to explode at once. this will remove and closeby attackers :p (okok, ill be honest.. i want it for the cool factor ;p)
the primary and secondary weaponry are vulcan(high ROF AA gun) and rocket pods. (high ROF rockets)
:> erm.... would anyone help me? (coders) please?
ill await your responses while i am skinning it and adding the rocket pods.
erm... its constructed in such a way that all the proper flaps can be animated..etc.
ON TO MY PROBLEM:
1] i DLed the RFA extractor, and now i dont know how to go about putting in my model AND some code.. which... i need help with :p
2]my plan for Raiden, anyone with coding knowledge, your name will be in the credits of this Raiden :>
no comments? :/ on anything?
any coders wanna help me? anyone? :/
here, im serious about this! :/ please help...
and if no one wants to help, then at least comment on the model :> its not done yet... i still have to add unit insignia and markings, etc...
Addicted to GF
29th September 2002
make sure it goes superfast
it looks great
ill ask someone i know who is a coder
as you can all see my days' work was very eventful :>
but today, when i was reading up on mod topics, i found an awesome tutorial by section8 at http://bf1942forums.gameservers.nl/showthread.php?s=&threadid=3505
and now after the excitement of knowing how actually to put my plane into BF, i want to hang myself...
hint hint: i believe standard LOD for vehicles(aircraft) is 2500 polygons, and texture LOD is 1024x1024. If you look at my last image... you'll see why im so upset.
If what i said is true, that means i just dunked myself into a lot of poo if i ever want to make my model look decent in BF...
/me slams door
-me goes to sleep-
i guess no point in crying over spilt milk, kerosene or what have you...
so i enlarged the skin and did a little touch up.. i think it looks acceptable. Added more components, lol, but it still is in the 1200 range of polys. :> i just love low poly!
this version is considered -done-, the weaponry will be added if any coder can help :> ill use stock panzershrecks(about 5 in a group on each pylon/raill and an AA model in the belly...(for the vulcan)
so what do you think now?
now i got a question: how is it i implement a transparent skin over the ****pit? The canopy.. will it need an individual skin, which is transparency?
How does it work? i cant figure it out :/
I can make it transparent, but thats not really what i want.. since i dont want to model an interior (lazy atm) and just give the nozzles and the canopy lots of alpha shine. and in its mottled grey-gold state i think it will resemble a nice UV-proof canopy
if i do, however, how do i go about doing so?
1]i use 2 skins. 1 for the entire mesh, minus the canopy
2]the second skin has just the canopy on it. that will be remapped to a transparent mesh, in milkshape. but... the texture also becomes transparent!!!!!!! ive not done transparency skinning before :/ please help
i noticed the BF1942 skins' canopies are BLACK. is it the color.. or is it just really simple: use photoshop and delete the areas, over a transparent BG.?