paint problems

The US WWII front line fighter in the Pacific
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jcblom
Senior Master Sergeant
Posts: 1823
Joined: 26 Aug 2008, 14:53
Location: Hoeilaart, Belgium

paint problems

Post by jcblom »

I'm trying to get a bare metal prop hub, but it seems that the model does not use an alpha channel. It is dull whatever I try. Is this correct?
Also, where can I find the textures for the external tanks?
Finally, is it possible to fly the D without the rockets?

Any help will be appreciated!

Jan Kees
FS painter. You'll find most of my FS9/FSX/P3D paints here.

wnt2fly2001
Airman First Class
Posts: 64
Joined: 14 Dec 2004, 20:55

Re: paint problems

Post by wnt2fly2001 »

Hi Jankees, can't help you with the paint problem, but as far as the rockets go, on the right console near the aft end there are some switches there (I can't remember which one it is as I'm on my work computer now). One of those switches controls the visiblity of the rockets.

Darrell

jcblom
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Joined: 26 Aug 2008, 14:53
Location: Hoeilaart, Belgium

Re: paint problems

Post by jcblom »

I was going to do a few more Corsairs, but again ran into the shine problem.
Any answers? Scott? Lewis? anybody?
FS painter. You'll find most of my FS9/FSX/P3D paints here.

ROB - A2A
A2A Colonel
Posts: 3647
Joined: 02 Mar 2004, 02:56

Re: paint problems

Post by ROB - A2A »

I'm affraid the bare metal skins are not possible. The environmental reflections are not enabled in the material.

regards
ROB
A2A Simulations Inc.

jcblom
Senior Master Sergeant
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Joined: 26 Aug 2008, 14:53
Location: Hoeilaart, Belgium

Re: paint problems

Post by jcblom »

aww bummer!
FS painter. You'll find most of my FS9/FSX/P3D paints here.

trucker17
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Re: paint problems

Post by trucker17 »

jcblom wrote:aww bummer!
I hear that.....A polished F4U would be great.....
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mountainhighair
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Re: paint problems

Post by mountainhighair »

The closest we can get is to utilize the Alpha channel in the Specular files. The stock Specular shine files actually do not use the alpha channel, however they DO affect the model. This gives us the ability to add something that was not there before. As usual in the alpha, dark is shiny and light is dull. This is not a "chrome" feature, but it does allow some tweaking of the shiny properties. I have found that this file adds a pure white shine to objects. It behaves like a white overlay layer in FSX. It doesn't make things shiny chrome like we would prefer, but it is a small tool to use to get us halfway there. Kinda. It's better than nothing.

For the LSO lens in the starboard wing I used pure 000 black and that just turned the lens pure white when sunlight was hitting it. That's why I say it behaves like a white overlay. It's not a polished look - just levels of white.

On the prop hub I used 24,24,24 black in my spec alpha file and that seemed just a bit too much, so the best value will probably be between 32 and 64 black. I'm still experimenting with it today. Oh it's nighttime now. Anyway, I'll find it eventually. Good luck and hope that helps someone.
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