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Royal Navy Fleet Air Arm - F-4K Phantoms

Posted: 19 May 2009, 22:44
by hawk_sh
My first repaints:

767 Naval Air Squadron
892 Naval Air Squadron
Image

892 Naval Air Squadron Special Scheme
Image

They are for Fernando Martinez' F-4B model.
The alpha channel was used to remove the nose sensor and stores.

Posted: 20 May 2009, 01:51
by Joecoastie
Lookin' good! What carrier is that?

Posted: 20 May 2009, 07:03
by Firebird
Its a shame that Fernando left the scene before releasing his F-4K, I did provide him with some info on it, as he actually had the extending noseleg built in to the model. I have pics of it.
It was awesome but Fernando was always improving his models, its almost like he never felt that they were good enough for release, which they most certainly were.

Posted: 20 May 2009, 16:58
by hawk_sh
It's HMS Ark Royal RO9

Posted: 20 May 2009, 19:02
by Chrisb
In respect of Steve's comment I'm probably not the only person who remembers seeing the screenshot on an Alphasim forum of a carrier deck on which Fernando had A7, A6 and maybe a Crusader if I remember right.
I wonder what happened to them..and him!

Chris

Posted: 21 May 2009, 16:55
by foufure
hawk_sh wrote:It's HMS Ark Royal RO9
Where can we find these carrier scenery ?? Thanks

Posted: 21 May 2009, 18:56
by Chrisb
Foufure

I have a feeling a feeling the Alphasim forums were revised long time back but not long after Alphasim released the Enterprise Fernando released a ile 'f4b_for_bige'. In it were F4Bs in old US Navy colours and one retro texture for Alphasim's A6.
forums Big E section, of the carrier with the aforementioned aircraft, and maybe a twin engined US Navy carrier borne aircraft, and as the thread grew it was soon worked out that it was his work in progress on those aircraft.
Then he went uncontactable.
I still have the file 'f4b_for_bige' unzipped, 2.16mb.

Incidentally I did some seven paints some time ago for f4nutter of the RN 892RNAS Phantoms using his FGR.2 in the '77' scheme if anyone wants them.

Chris

Posted: 21 May 2009, 20:01
by f4nutter
and i love em ! i'l do the screenie for you chris :wink:

Image

Posted: 21 May 2009, 20:59
by Chrisb
Thanks Ray. I've never mastered screenies to date!

Foufure

If you were asking about the Ark Royal scenery the files are all on Flightsim.com. Search for Ark Royal or Ian Kirby.

Chris

Posted: 06 Jun 2009, 08:01
by lowlevelRAF
I have the carrier but anyone got any idea's where i can find that RN Tomb ai from 8)?

I must say it looks fab :D !!!


Thanks for the help,

Matt :)

Posted: 06 Jun 2009, 11:03
by hawk_sh
I did not upload the RN repaints yet.

But I am thinking about releasing it as a small packge including flight plans and AFCAD.

The Phantom model is on FlightSim.com (f4b_for_bige.zip).

Posted: 04 Jul 2009, 12:15
by jimrodger
Being a total numpty at repainting and just cannot find a simple enough explanation of the alpha channel and how it works.
Could you explain how you edited the F4 to get rid of the nose sensor and stores.

Many thanks

Jim

Posted: 04 Jul 2009, 15:04
by N35W
Guys in the UK.

Did your goverment put the big carriers in storage in case they needed them in the future or did they dismantle them?

Posted: 04 Jul 2009, 15:06
by f4nutter
they were made into mini metro's then scrapped :lol: (its a car)

Posted: 04 Jul 2009, 15:09
by N35W
Awh, thats too bad. Those where great ships.

alpha channel

Posted: 04 Jul 2009, 15:30
by hawk_sh
Hi,

I can not give you a technical description of what the alpha channel is and how it works. I am sure someone on this forum can.

I have attached some alpha channels for the F-4B model.

You will need DXTbmp.

Open the texture you want to modify.
On the top right corner of the window there is a small preview window of the alpha channel of the texture. (It will be plain white)
Then goto the menu bar: --> ALPHA --> IMPORT ALPHA CHANNEL.
Select one of the bmp files.
There will be black areas in the small preview window now.
Save the texture.

The areas with a black alpha channel will become invisible on the model thus removing the nose sensor or stores.

Posted: 04 Jul 2009, 17:27
by scottr5213
The alpha channel of an ARGB image defines its transparency when it is composited with a second image. If a pixel has an alpha channel of 0 it is considered completely transparent when composited onto another image. If a pixel's alpha channel is set to 255 it is considered completely opaque, and will show at full opacity when composited. Intermediate values will cause the pixel to fade smoothly between the first and second image. In 4-plane char Jitter matrices, data stored in plane 0 of the matrix is considered to be the alpha channel.

Posted: 04 Jul 2009, 18:24
by N35W
Iv'e seen some nice helo's where the authors put alpha channels on the windows to make them realistic. It's looks like the real thing when you look out but murders the frame rates. I't must take a ton of processing power to make that smooth average.

Posted: 04 Jul 2009, 19:53
by jimrodger
I think I understood the explanation :?

Thanks for the reply guys, got to try it out for myself now