Geeez.... check these MacFalconers!!

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ccc
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Geeez.... check these MacFalconers!!

Post by ccc »

Just receive awesome news from talented Macfalconer!! I am scared Image

http://home.woh.rr.com/rprior/macf4/

Image
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[This message has been edited by ccc (edited March 16, 2001).]
Com_gp
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Re: Geeez.... check these MacFalconers!!

Post by Com_gp »

Can the macfalconer already model jets?
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

I heard Dragon has created some model by modifying default LODs. sorry i am not an insider but, doesnt that J8II look nice in gunsight? Image
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

check these sweet shots from Abacus' Flght Deck II!

http://www.simactu.com/articles/screens ... php3?id=62

waiting our 3d editor...
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

Im scared at the achievement of MacFalconer..Well done Dragon!!
Site update again on Mar 19.
I'm amazed at Dragon's modelling skill..incredible, everything is getting better and better..i remember my email suggesting a mig17 about 6 hours ago then.. Snake Man, you should check it..its undoubtedly the best toy we could have before a solid 3d editor!

>> too bad, those wonderful shots and updated page were leaked for tens minutes. it now returns to previous one, stay at Mar 9. top secret secured? alright, probably the suprise in RP5! Image

[This message has been edited by ccc (edited March 20, 2001).]
Dragon
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Re: Geeez.... check these MacFalconers!!

Post by Dragon »

Wow! I didnt think it would cause this much talk!

Anyway, not sure about my ISP but for some reason the screenshots did revert back to the originals but they are working again. Not a top secret project.

We are working on the new textures right now and most likely will make it out of two instead of one to increase the resolution. Hopefully, we will have a completed model in a week or so.

Dragon
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

ya, so honor to have you coming here! Image

suppose this thread should be trains of posts here, hmm...totally 6 posts, 4 out of mine Image

btw, sorry for my rude guess, you updated page is back online.

and one more thing..could we have a side or top shots of modified mig17? and that mig29 with longer landing gear? though it could take a while to mature all these models/and convert them for pc, looking at these amazing shots is great enjoy itself! Image

> i found it, though in line frame. cool tool, hope i can have one on pc or...should i buy a Mac Image
http://home.woh.rr.com/rprior/macf4/images/MiG-29.gif




[This message has been edited by ccc (edited March 21, 2001).]
Dragon
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Re: Geeez.... check these MacFalconers!!

Post by Dragon »

The side shot of the MiG-17 does not look as good as you might expect due to the look thru issues. I only spend about 5 minutes on that model so I have not even looked into it.

I plan to finish off the J-8 and then I have several other aircraft that I am going to build from that new J-8 model. Once that is done, I will begin on the MiG-19 variants.

These models will work on your PC system. Our LOD formats are identical and in fact, we are using the additional models that came with the PC v1.08 since we are still stuck back at v1.06. Since I have copied and appended the models, someone on the PC side would have to integrate them into an F4p format and readjust the texture callouts as we have added nearly 30 more than the v1.08 version.

As for the MiG-29 shot, I am sure someone on the PC side will be checking it out. If no one does by weekend, I will try to get a shot of it.

Oh, and there are many reasons why you should buy a Mac Image However, I am sure Julian will put out an editor very similar to mine very soon. There is no way he will let me have all this glory all by myself! Image

Dragon
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

Mac version LOD editor available for DL at Dragon's site!! update Mar 21.

BTW, the more i check that mig31 pic, the more i envy your damn cool tool..nice mig, really!

and, i think the landing gear of mig29 could be extended longer.
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Re: Geeez.... check these MacFalconers!!

Post by Dragon »

The MiG-31 was only a simple change. I widened the wings a little and reshaped them. Basil has an updated texture for it but I have not gotten a screen shot of it.

As to the MiG-29. You say it could be lowered even more than I already did? I have not heard anyone give any feedback on it yet. Visually, it looked just like the pics I could find on it.
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

quote:Originally posted by Dragon:
As to the MiG-29. You say it could be lowered even more than I already did? I have not heard anyone give any feedback on it yet. Visually, it looked just like the pics I could find on it.
hmm.. since i used to be a modeler, im quite sensitive at that. the nose gear should be moved backward. near the air intakes from your side view.
the main gear should be lowered.
of course the nose section of mig29 is way too big.

reference links here:
http://www.fas.org/nuke/guide/russia/airdef/mig-29.htm
http://www.saunalahti.fi/~fta/MiG-29.htm
http://www.hotel.wineasy.se/ipms/stuff_ ... _mig29.htm
http://www.hotel.wineasy.se/ipms/stuff_ ... g29_02.htm
http://www.aeronautics.ru/archive/vvs/p ... 9m_002.jpg

and definitely my favorite: Venik's page:

http://www.aeronautics.ru/archive/vvs/index.htm

check brief guide to russia af, mig29.
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Re: Geeez.... check these MacFalconers!!

Post by Dragon »

Thanks for the info. To be honest, updating the MiG-29 model is the least of my concerns at this time. I simply did that quick mod for someone within the F4Terrain group. I would rather work on the stuff that is really bad or simply not there.

The latest project I am working on now is gonna be real nice! I have the first screen shot and it looks awesome! This one is a totally new aircraft. Not just a modification of a current one.

Give me a few days for a better screenshot and then I might post of sneak preview of it.

Thanks again for the links. They are in my bookmarks.
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

ya, im not asking for a quick upgrade of mig29, simply offer some links.

honestly, im getting drooling at your LOD editor..i'd like to play that tool myself Image

btw, should we edit all 5 or 6 LOD file one by one? or one of them is ok?
hmmm i want:
b1 > tu160, il28 > yak28/condor, mig23 > mig27/su24, etc.
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Re: Geeez.... check these MacFalconers!!

Post by Dragon »

Well, you really have to do the first 3 or 4 LODs. I only did the first one for the J-8 and the first one for the new project. I plan to do the rest but want to wait until I get the first one done complete. Then I can just print out all the texture coords and use them on the lower LODs.

When you use the external views, you will see the first LOD only. However, when you fly in the game, you will see the other LODs until you get real close. To do it right, you need to do all the LODs.
ccc
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

ya, i suppose you got to edit three LOD at least Image

BTW i noted you update again Mar 25.
im very interested in your magic, to add seperate, new skins for a/c. could you give us a brief? need some tool? how to release them in an easy, universal way?
In PC falcon we use f4browse, which CT number designates an item/vehicle, which could use unique/shared shape and skin. But i cant edit/create new CT for this purpose..

im figuring the layout of theater-specific skin pack, say, if i want 10 more(note: not 6 or 8) squadrons of F4E or F4B in different skins for Vnam theater, i got inevitably to change CT data-and related files, or even attach new skin files to default TEXTURE file(though i can swap some into unused skin, then redirect them). In this case, theater skin concept will involve too many field, probably coupled with cockpit arts/loadouts... rather than a simple skin thing!
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Re: Geeez.... check these MacFalconers!!

Post by Dragon »

Ok, you asked so here goes:

1. I have written pretty much all the same tools you have for the PC. Browser, TacEdit, Theater Installers, SkinEditors, etc.
2. I am your equivalent of RPGroup, Terraign Group, and any other group. What this means is I can do whatever I want and dont have to contend with a group that dictates or imposes certain changes. We are a small group compared to the PC community with a handful that really work on the data files. I do most of the hacking and code stuff while a few others do the graphics. Maestro does a lot of the data work also.
3. Since I wrote all the programs, I can add things to do specific tasks that you normally wouldnt use. I do the task then take that part of code back out.

Here is how to split the models: (J-8 example)
1. Copy the first three MiG-21 LODs to the end of the LOD file. I use a simple HEX editor for this.
2. Copy the single texture for the MiG-21 to the end of the TEX file.
3. Copy the Parent record for the MiG-21 to the end and increase Parent count by 1. Increase texture count by 1 and increase LOD count by 3. I do this by adding a few lines of code to my Browser program. When it loads, it copies the right data and then resaves.
4. Now, you have to update the file offsets for the newly created Parent, LODs and Texture (since we copied the old ones).

Now, the data is all in place so you have to link them all up: (I use the Browser here)
1. Select J-8 from vehicle list. Click CT record and change first Graphic Data value to the new Parent record.
2. Update the Parent record to point to the first 3 new LODs.
3. Select each of the 3 new LODs and change the texture to the new texture.
4. Now you can modify the LOD with the LOD Editor within the Browser. Change the texture to the J-8 using SkinEditor.

As you can see, it is a combination of using already written utilities, doing some code work, doing some hand HEX editing, etc.

For implementing, I have an RP Installer program and whatever I need to do there, I just code it in. For all the additional TEX and LOD records, the installer contains all the additional data and puts it to the end. Does it real nice and neat.
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

WOW! Dragon, incredible Macfalconer!!!!!
thanx for your briefing, ya, the concept is right we PC falconers have thought of.
hmmm..should i find back my AXE Image

hehe, in this case, i want the LOD editor and your processing tool in PC version Image

btw, i dont mean PC guys do nothing. In fact Julian has shown me this magic a while ago..1 or 2 month ago? then many 3d geeks succeeded in this field, fiddling with hex editor. simply no easy tool for us general people.

so, the problem for multi-skinned vehicles' just a matter of time, once we get the autmatic tool for adding LOD/TEX/DATA files.

and, if this "add-new-item" process is available thru f4patch, my concept of theater-specific skin packs could be easily done >> many new skins could be redirected to new CT indexes in f4p PREVIOUSLY or coupled with this process!

err..excuse me Dragon, suppose you have built such an automatic "add-new-item" tool already? Image

[This message has been edited by ccc (edited March 26, 2001).]
ccc
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

oh no, i cant help myself but keep posting Image

hmm my dream here..if we could have such an "add-new-item" tool, take Vnam theater for example, it should work like this:

goal(example): enable 10 phantom skins, 4 EA6B skins, and 2 B52 skins co-exist simutaneously in a campaign set named "vnam 1972".

when switch to this campaign set, the magic tool automatically processes:
1. locate LOD/TEX/simdata...etc files of phantom, ea6b, b52.
2. attach 9 copies of phantom files, 3 copies of ea6b, 1 copy of b52 to the ends of related files(LOD/TEX/simdat.), and rename their index numbers in order.
3.swap or modify duplicated files accordingly(i.e. theater skin pack swapping, the new skins are directed to new skin numbers, f4p files written in advance).
4.done.
5.if you want to check "balkans 1999", then the tool restores originals, then proceed to next goal of theater.

In this case, theater elements/parameters should be written in a format recognized by this magic tool; like subjects to change, their quantities, codes/wpn parameters to change, etc

TEs and Campaigns-editing will base on processed files. so, once this magic done, item files and TE/cam got the same index numbers.

any comment?
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Re: Geeez.... check these MacFalconers!!

Post by Dragon »

As for if I have routines for adding things? With my browser, you can add just about everything. However, I have a section in the code that has about 30 routines. They are not part of the program but if I need to run one, I just activate it and run it. There is stuff in there to do a whole lot of things!

As to your Vietnam stuff, first, there are some PC guys that are working on implementing the texture set options that the F-16 uses. This means you might be able to get multiple squadrons of F-4 without duplicating the LOD.

If that does not pan out, the other way is like you said. Copy the LODs to the end, copy the textures to the end. Patch the texture callouts in the LODs. Insert the new pointers. This gets rather lengthy as you will also need 2 unit records and 3 CT records for each squadron.

I would see what the others come up with as far as the texture sets as that would be the cleanest way to do it. However, it would require a EXE hack to enable it for the F4.

As for the LOD Editor, well, there really is not that much special with it. Once you code the ability to view the models, making it editable was the easy part. Yes, those guys that worked in the LODs by hand, wow! I give them all the credit in the world as that is long hard work! I sometimes feel bad since I can do a task in minutes that take them days!
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

quote:Originally posted by Dragon:
As to your Vietnam stuff, first, there are some PC guys that are working on implementing the texture set options that the F-16 uses. This means you might be able to get multiple squadrons of F-4 without duplicating the LOD.
ya, redirect texture numbers to others, or enable dogfighter phantoms(viper/shark/crimson..) available in campaign? i've thought of this, but it limits to 5 skins. besides, many a/c(bombers, choppers) are not "dogfighter-skinned"! whatever you do, to overcome the max 5 skins for non-viper a/c, you got to hack the code, like those in Viper tail skins, or use the stupidest but the simplest way to solve it. Image
quote:Yes, those guys that worked in the LODs by hand, wow! I give them all the credit in the world as that is long hard work! I sometimes feel bad since I can do a task in minutes that take them days!
ya..really BAD..waste me months of effort on 3ds max Image Image

go post us some new shots PLEEEEEASE!
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Re: Geeez.... check these MacFalconers!!

Post by Dragon »

You are right. You will need a program hack to utilize the texture sets but once that is in place, you have limitless skins you can apply! (Runways use 46 texture sets so there is no reason why the F4 could not use 10. As long as the program knows for a certain squad, it uses a certain texture set).

However, you best method would be to copy the LODs and that puts you into the F4p world and to that of the CT record which really causes problems with F4p when you add records. I am sure everyone will work all this out soon.

Give me a few more days and I will post up a few new screenshots. The ones I have now are pretty darn good but I would like to make them a little better. Working on the textures now to clean things up. Trust me, these will be good shots!
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

Dragon's site UPDATED Mar 28 !!!!

I DAMN LOVE THE SHOTS!!

btw, could you widen that reheat section of J8, and enlarge its elevons Image
Image
Image
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Re: Geeez.... check these MacFalconers!!

Post by Dragon »

I do plan to work on the tail section of the J8 when I get some time. Both the tail and elevators look too small in comparison. I have not checked out photos enough to know the exact dimensions but that will be a quick fix to the model. I am waiting on the main texture to be completed so I can map it out also.

Been spending most of my time working on the B2 bomber. It is much changed from the screenshot as I moved the engines inward and adjusted the top and bottom profiles. I just need to update the texture mapping and then it should be good to go.
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Re: Geeez.... check these MacFalconers!!

Post by ripper »

CCC,
We PC-users already have most of the tools needed to add the new features to F4.
Miran's LODAppender will add new 3d-models with F4patch (LODs & parent, and will also automatically assign the model to the unit you want) We can also add models created by the Mac-users, and they can add our's. It's the same format.

We still miss a tool that will append a new texture to koreaobj.tex, and i don't know if anybody is working on it. If we'd had this, we can add any number of 3d-models with any number of textures with the click of a button.

Still LODAppender won't work if you have RP4.1 or earlier installed. That's why it hasn't been released in public.
ccc
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

wow, sounds GREAT!!
Adding textures shouldnt be too hard for gifted guys Image
just hope all these could be intergrated in one tool.
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Re: Geeez.... check these MacFalconers!!

Post by Widowmaker »

Wow really great news....

am I getting my EF2000 after all..


Widowmaker aka Metalhead..
Widmak
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Re: Geeez.... check these MacFalconers!!

Post by Com_gp »

That looks reaaaaaaalllllly goooood, men, the 3d hacking is comming fast, at least for macfalconers, the b-2 is freeking cool.

ComGP
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Re: Geeez.... check these MacFalconers!!

Post by Dragon »

Yes, the LODs are essentially the same format but our data files are slightly different (ie: what textures I assign etc). This means that someone will have to adjust the texture callouts and then set up the files for proper PC installation (F4p).

My plan is to supply any of our work to Ripper who can do the necessaryLOD changes and incorporate them into the PC formats.

Anyway, the B2 could be a few more weeks as I need to create 5 LODs to do it properly.
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Re: Geeez.... check these MacFalconers!!

Post by brewskie »

Wow, the B2 in F4 would be way cool. Maybe integrate Silks B-1 pit for it.
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

na na, we need a new b2 pit.
btw, modify b1 for TU160 would be great!
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Re: Geeez.... check these MacFalconers!!

Post by ccc »

Well done Dragon!

I note you update the whole model J8!!!
it looks really good, cant wait to put in my gunsight!!

hey, its time to release that toys for us, PLAAF just intercepted USN EP3 near HaiNan island! Rumors said the two interceptors came from PLA-Navy aviation wings flying J8II !!

btw, hope you could modify the position of cockpit, it seems the scale of front section need further tweak. and, a old fashioned J-8 I is welcomed.

be sure to check
www.concentric.net/~Jetfight

for reference.

and, the ventral fin, should be enlarged and modeled. that part is a copy of mig23 fin.

[This message has been edited by ccc (edited April 02, 2001).]
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Re: Geeez.... check these MacFalconers!!

Post by Dragon »

Thanks.

I know the cockpit is not really in the right spot but it is somewhat tied to the intakes due to the structure of the LOD. Plus, the Su-15 will be done based on this current model where the cockpit is in a more realisitic position.

We have better graphics for the J-8 right now and I have a few minor tweaks to do on the model to clean up some spots. Should be ready to go here shortly. Then, I will modify to make the Su-15 and maybe I will go back and try to get the cockpit in a better location on the J-8 although it may take some creative work!

Anyway, give us a few more weeks before anything is ready for the PC world. Even if we let it go now, you dont have the mechanism in place to use them.

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