Friday, 2 May 2014

FFAA MOD for Arma 3 released

After many months of work, the development team of FFAA mod for Arma 3 have released the first version of the mod. Limited in content but not in quality and this gives us the opportunity to release periodically more updates and allow an escape from the stress.

However, we can assure that there is much content than we have said and we have not even yet revealed data.
There is no official list of the contents, but this is what you can find in version 6.0.1.



Weapons ( accessories): 
- Holographic sight 
- ACOG Scope
 - SUSAT sight
 - Holographic G36 sight
- ENASA sight 
- Cetme LV sight 
- Leopol sight 
- Leopol long version sight 
- northern sight 
- AW50 sight- AG36 Grenade Launcher for G36
- Tripods for G36

Weapons : 

- HKG36E 
- HKG36K 
- Cetme L 
- Cetme C 
- Cetme LV 
- Cetme LVN
 - Barrett M95 
- Accuracy
 - Aw 50 
- HK MP5 
- HK UMP
 - P 90 
- MG4 
- MG3
 - Ameli 
- C90 
- C100 
- HK USP
 - Sig Sauer P226 
- Fnp 9
 - Fabarm SDASS
 - Alhambra grenade

All weapons contain variants that form with accessories such as grenade launchers , scopes, silencers or IR pointers .


Vehicles : 

- CH- 47D "Chinook" 
- RG- 31MK5E "Antilope"

Units: 

- BRILAT units.
- MOE units. 
- FAMET units.

Here is a video of the first version of the mod :


Tuesday, 1 April 2014

Projects evaluation

After a long time (three months to be exact) I return to posting on this blog.
The reason is very simple to understand. I've had exams and I've been very busy. I've also enhanced the work on other projects as the Spanish Army's mod or Ala12v Torrejon AB.

Following the recent nomination of Ala12v Torrejon AB scenery for an award. I want to clarify a misunderstand about his development and ownership/authorship thereof.

The scenery "Ala12v Torrejon AB" is owned by Ala 12 Virtual, not by Micky Sim.

The real fact is that I'm one of the developer participating on this project of Ala 12 virtual group.
By posting parts of the development on this blog looks like Micky Sim was the developer and the author of the scenery, but it's not true. This happens for example in the recent nomination which the scenery is nominated as Micky Sim.

To avoid this misunderstand I will publish the development of Ala12v Torrejon AB on the page/official forum of the scenery. This mean there will be no Devblog about this scenery from now.

That page / official forum of the stage so you can visit by clicking here

If you have any questions then you will have to register on the forum and post your question/query there (either English or Spanish language)

Solved this misunderstand , let's talk about my growing and interested work of the Spanish Army's mod for Arma 3.
First, some weeks ago the participants of the III Championship of Spanish simulation have received a LITE version of the mod. A LITE version mean that the mod is in a very early stage but we have made ​​available to the users one page (feedback tracker) which they can report the errors and fix them as soon as possible.

All this information can be viewed on the forums of Arma 3's Spanish community.

At the same time those errors are being reported and fixing them, We are improving and adding new features such as ambient occlusion to the vehicles and the amazing Fortis Ventu's map developing by GreenBeret.

This screenshot show the before and after of the RG-31 Vehicle with/without ambient occlusion applied although this isn't yet finished at all. Do you notice the change.


I also want add this video made by GreenBeret of the development status of Fortis Ventu's map and you can can visit his blog here, he has numerous interesting manuals and tutorials of the development of maps on Arma.


Wednesday, 22 January 2014

Ala12v Torrejon AB nominated for Freeware Award 2013

Hello guys!
The German community has nominated Ala12v Torrejon AB scenery on Freeware Award 2013 - Airfields for FS9 category by their readers at flusinews.de!
I would like if you have enjoyed this scenery, you reward me and all Ala 12 virtual group all the hours we spent and all the work that have taken us this project by doing this survey.

This survey is anonymous and doesn't take more than 5 minutes. You need to complete the survey for each and every one of the other categories. It will be closed on February 11, 2014.
And remember if you really enjoyed the scenery and you want to vote me, the scenery is on "Airfields FS9" category titled as "Torrejón Air Base - Micky Sim".

Click here to go directly to the survey.

If you know someone who has enjoyed the scenery (and if not, what are you waiting for?!) share this short survey to indirectly give a little boost to me and Ala 12 virtual to continue developing for the FS Community.
And of course, these are good occasions to look back and see if you have missed any important release last year!

Greetings and thanks you for follow up my projects!

Monday, 9 December 2013

The progress of Tiger of Arma 3 for mod FFAA

Today I am going to bring you a special update and perhaps a reflection on what I'm doing .
As you can notice I'm working very hard with the team of developers of mod FFAA for Arma 3 which I am learning a lot about the development focused on the virtual cabins.

On the other hand , I've been thinking about the development of La Axarquia and the truth is I haven't the time to move the old proyects to the new development environments as I said in the Devblog 9.

Returning to the main topic I am going to show us a amazing screenshots of the state of the textures of this great attack helicopter for the mod. These screenshots are with ambient occlusion and texture applied which I'm working right now, of course later I will incorporate this technique in other projects as La Axarquia :





This work is giving me a lot of work because I am basing on a very few photos (which I could find on internet) and they will have panels that aren't in the real model... So if you have photos of the cabin or  something it would help me... It would be appreciated if you can send that help via the contact form.

Who knows ..? maybe in the future may be a good product for the EC665 Tiger for FSX/P3D ... but for now I'm focused to finish the cockpit of this mod.


Tuesday, 19 November 2013

Devblog 9 - New development environments

It's the time to leave some programs totally obsolete for projects i'm working right now.
As you can see, I'm slowly moving all projects to new development environments because are these tools that grows the simulator to the high detailed level.
Many times I wonder why i get used to the google sketchup , perhaps because it is very simple and does not include many features but at the moment it's impractical and doesn't really allow me to do what i would like to do 100%. For example you cannot map correctly in Sketchup , which I have learned with the tool "Oxygen 2" , which is the development tool for Arma 2 and it really opened my eyes because I didn't know you could map in this way. Now I use the Autodesk 3ds Max 2012 and I'm slowly moving the projects. why Max 2012? It is very simple and also Prepar3D allows plugins for this version, At the same time i learn with this new tool "I adjust" to the new interfaces and allows me to know how to handle the new interface programs nowadays and export projects in 64 bits, which I will benefit in the future with the arrival of Prepar3D v2. Although Blender has a very potential and lately is having a high impact in the FS world . I don't know maybe in the future I go to blender but for now i will use 3ds max.

Project imported from Google Sketchup to 3ds max

Before, I was using GIMP , however not allow me to use several things that Photoshop does perfectly. The other day I did a test and merged a single layer of grass with a photoreal background and the truth is that the result is promising. Imagine when I start editing the whole groundpoly ...

Editing with Photoshop and GIMP respectively.

And for some who wonder what are the tools I use for my sceneries (because many will ask), I will use these program for the final result of the project .. or at least that's how I have planned :
- Autodesk 3ds max 2012.
- Photoshop CS6.
- The development tools of Arno.
- Airport design editor.
- Of course, the SDK of FS2004, FSX and P3D.
- DXTBmp to import and export the textures on the correct format.
- And i think i don't forget anymore ..

Until next Devblog !

Wednesday, 16 October 2013

Very interesting video about EGML ORBX

I share you this amazing video that shows the making of a scenery with programs like Photoshop and Autodesk. Recommended to see it in HD.



Specifically, in the part that I'm now working on my project is in the first, which appears to work with photoshop and as you see, It's a purely laborious and you have to be "an artist" to do it.
After watching this interesting video I can say I'm not in a wrong way so finally I'll have the best result (I hope).

Thursday, 3 October 2013

Bye holidays!

The holidays are over and the "back to school" is inevitable. Many have already begun and some haven't begun yet but the reality is that. I bring you good news and one bad.

The bad news is that I can't give you any news of development of Axarquia X. The main reason is that I'm learning to manage Photoshop instead of GIMP because Photoshop can supports large images as I'm going to use in the proyect.

See this screenshot to give you an idea of ​​how I'm working.

As you can see, the blue lines delimit each model (squares) with texture of 2048x2048 pixel. In this image only we can see the 1/3 of the whole photoreal and the whole photoreal has a total of 72 pictures like these.

The good news is that as I said in this post, I am concentrating all my efforts to develop the mod of the Spanish Armed Forces. The projects have passed through my hands (modeled and mapped on the model) are: A small cargo and fuel trailer, the entire cabin of the helicopter Tiger (EC-665) and currently working in F18 A+ (Spanish model) modeling, mapping and texturing of the cockpit and exterior model.

A continuación os muestro unas capturas de los proyectos:

Small cargo trailer

And related of the F18 I can't show you anything because It's still in a very early stage. The only thing I can say you is this module, which is the update of the MLU (Mid Life Update).

At the moment I have nothing to tell you except you should work hard from the beginning and don't leave it. It is a message that is aimed at both those who start school, college, university, job or are starting new projects.

See you!

Monday, 16 September 2013

Devblog 8 - Change of plan

Yes, I have changed some things in the development of the scenery of the Axarquia X. As I said in the devblog 6, referring to the layers, I have been experimenting a problem since more than 2 months and finally I'm going to change the technique for this scenery. The problem, as I said in the devblog 7 was that when I see all layer superimposed then it start to do a strange effect called "flicker" that occurs when graphic card can't reproduce (with the obsolete graphic engine of the simulator) textures when these two faces are very close  (I tried everything).

This is a screenshot of what is happening and the effect called "flicker":


The good news is that I will use a laborious technique, but with accurately finished product. The bad news is that it'll take at least half a year to make the "ground" only.
The technique consists of a single layer that will not blink and will contain a single texture (which of course will contain the layers of grass, asphalt, alterations, cracked terrain, etc. .. in that image), this layer is divided into small parts with his textures. A total of 72 parts, of which the texture size is 2048x2048.
I will have to split the texture editing into three parts because my PC can't handle images with that giants sizes. In this way, the images have sizes like 16384 pixels. The size of the aerial image of the entire aerodrome comes to haunt the 49152 pixels and It would be awesome..

I've been testing and the truth is that It change a little. I've done an example of how it would look (Careful!, this isn't the finished texture and probably will be totally different to the final result, only shows the resolution of texture)





All this means that the resolution of the images will be 3 centimeters per pixel, This is an example of a resolution of 2 centimeter per pixel, FTX Bella Coola which It's a payware product. I put a few screenshots to give you an idea of ​​what you would get with that resolution:



I'm not a expert on texturing layer but I think with a lot of effort and time, much time can be achieved through errors, adjustments, changes and more changes that may occur ... This would cost me a lot of time and effort but I think it will be worth. You just hope that you may also enjoy the scenery and of course, If you are interested on the develop of the project, don't leave to see this Development blog! In this way, you can learn too.

Until the next Devblog!

Monday, 2 September 2013

Devblog 7 - Axarquia X

As I posted a few weeks ago on my twitter, I decided to make a regular update on Mondays every 2 weeks. In this way I keep you regularly informed and you will know when the next update will be available. I have also organized and renamed entries due to the amount of traffic and the preferences of visitors are very varied. For example, everything post related to the project of the Axarquia X, will be a Devblog (Development Blog).

With regard to the project of Axarquia X, I have the best news I can get. If you have followed me on my twitter, I published a picture of me in the Axarquia. Yes, you heard right. A few weeks ago I was told that I could go to the airfield to take photos and effectively, I have the photos and all the information needed to make a good scenario at ORBX style. They were also very kind, the staff of the Axarquia (thanks Ignacio Gil) for lending me aerial photos of the airfield.
Now that I have a lot of photos, I can make "photorealistics" hangars and buildings.

Here are some pictures that I've published on twitter:





Right now I'm doing the layers mentioned in this devblog. But I'm having some problems because I cannot delete a flickering effect that occurs when we put a layer on top of another, I'm communicating with everyone that have had this bug trying to find a solution.

See you on the next Devblog!

Wednesday, 28 August 2013

New mission for FSX!

As you can read in the "about me" besides I can also make FSX missions. This form of simulation is much more didactic and the engine of FSX missions can do many things that few people I think he does not know.

In this way and that you, as users, you learn what you can do with the engine of FSX missions, I added a new mission requested by the Group 43 virtual of IVAO. The mission is very simple and can be performed for up to 8 players, The task is extinguish a forest fire in Ferreries (Menorca). The events of this mission is very simple, there are 4 fire focus and it takes 5 drops per focus. I could have put that if there aren't drops in X time, the forest fire will grow. But for now, we settle for this mission

The mission is on the right of this blog and if you also want some mission you consider of interest to the FSX world and to the whole community, you can request it in the "about me" and send me an email. Also keep in mind that if You ask some mission, I will spend much time on this task and could invest it in something else.

Who knows? Maybe the next mission may be in your city .. :)

Sunday, 25 August 2013

Devblog 6 - Axarquia X news

I have made progress on Axarquia X scenery and also I have some good news to be discussed at the end of this entry.

First, as I have done almost 85% of all surrounding photoreal airfield failing to introduce some other details. I just get the FTX Global product of ORBX and the truth is that is amazing but adds some objects that already have my scenery and take away for obvious reasons.
Here are some screenshots of the current state of photoreal. We see that the result is visually the same as in previous pictures but I can sure that It's not the same. The scenery is complemented quite well with FTX Global.




Moreover, The texture covering the ground of the airfield are 40% in default of complete and texturing layer 3, 4 and 5 (See below layers). The truth is that it is becoming quite well and I hope this project has equal or better quality than the Ala12v Torrejon AB.

Here some screenshots:



With respect to layers and as I said in my post on the "workflow" of my project, I have established an order of layers which each do a very important role in the final outcome. With a single missing layer, the scenery will lost all we wanted to look. This technique is derived from a tutorial that you can find in "Recommendations".

They propose this scheme:


In my case I've modified it a bit but the scheme would be as follows:



- At Layer 1 contains the photoreal airfield as indicated.
- In the Layer 2 we find the grass
- In layer 3, we can find the floor, either asphalt, land, stones etc ...
- In layer 4 are taxiway lines, shapes and arrows and artificial marks.
- In the layer 5 are the "cracks" ie dirt, thrown fuel, damaged areas..
- And finally the layer 6 I don't know If I will implement but contains the shadows of objects.

Furthermore I have to say that I have contacted to the Aeroclub de Málaga and possibly (still do not know for sure) next week I can go to take pictures to objects as I said in my previous post.
If this is true, quite possibly the walls or roofs of the hangars, tower etc will be photoreal textures (ie, the degree of realism in objects will be something like this hangar)

Tuesday, 2 July 2013

Devblog 5 - Summer Update!

Finally, holidays and my return to the project after a long time of exams whereof I've dated quite happy.
Currently I am waiting for confirmation from the Aeroclub de Málaga because with his authorization I could take photos to each of the hangars in the Axarquia. Would be quite help to the project because I could make objects more accurately and even the textures of the hangars will bereal photos.

I've been experimenting with the edges of taxiways and runway as it is a small detail that gives extra realism to the scenery, here are some screenshots.
Careful!, The texture you see is only a test and It's not going to be the end result, It's just a testing!



So I've dedicated to do the whole bottom layer containing the photoreal of 6 cm per pixel. Currently there are some very curious details as the shadows of the trees.


Finally and closing the update, this is the current aspect of the aerodrome (as I said before the textures are only a test). The proyect go slow but getting better and better!



The next update will be in late July and I hope that with the confirmation of the Aeroclub de Málaga and ready to take pictures!

Friday, 26 April 2013

Temporarily inactive


During the month of May and half of June I will be temporarily inactive. But I will continue to develop the project of La Axarquia.

I also offered as a developer for a MOD of the Spanish Armed Forces for tactical military simulator, Arma 3. Also, I have a very positive surprise of the project of the Axarquia that I do not want to reveal, until very soon, I hope.

As you can see in the photo, I'm learning to use 3D design programs new to me that I didn't know that it exist (in this particular case is a specific program for Arma 3 of Bohemia Interactive).




I hope to give more news soon.

Friday, 29 March 2013

Devblog 4 - Workflow


So far, I have been making the scenery doing several tasks at once and It's making me a very slow process and I have learned in my last projects that You have to do everything step by step. I was doing other tasks such as texturing and that is why from now on I will work more with modeling.

I also want to get more information on the airfield and take more photos of several objects and buildings (for to be more effective doing these objects)

Here are some screenshots of the model of various buildings:


Headquarters of "Real Aeroclub de Malaga" and control tower.

Overview of the hangars

More hangars



I want to continue with the same "workflow" I had with my previous project, ie:
- Modeling (trees, plants, objects, buildings etc. ..)
- Texturing (photoreal textures, objects, buildings and everythings That It's modeled)
- Placing objects (AFCAD, Posted by MCX etc ...)
- Details and latest improvements
- Bugs and fixes.
- First Beta of the scenery and bug fixes (Private, if someone wants to be a betatester, contact me in "About")
- First version of the scenery (Public).

Wednesday, 13 March 2013

3D Grass

I'm investigating the possibility of adding 3D grass in my new projects.

Looking several articles I found this, apparently is very popular and a simple method.
The technique consists of do planes vertically to a very short distance (about 0.5 cm) repeated 10 times so that the height of the grass will be 5 cm. The texture of the drawings is a texture with alpha channel for do that transparent and It simulate the branches of the herb. This gives a realistic effect to the scenery with only 10x2 Triangles.
Besides, it has another advantage, as the texture of the drawings are saved with mipmaps, the grass will only appear in a radius of about 20 meters, this is very positive because with this way we do not force the graphics engine to load these textures at very long distances.

I've done some testing and I have to look at some details of the transparencies because in some areas not seen as seen as it should be, Here are some of pictures.





Monday, 4 March 2013

Simulondo | Jose Calero

Right now, I'm very busy in my studies and certainly I haven't time to publish on this blog at the frequency I wanted to publish. However, I leave a great blog about Jose Calero which I recommend reading. He is a master, I have understood that he have made most of the projects of photoreal sceneries of Spain and is currently making an scenery of Casarubios, looks great. He wants  follow the steps of the Fullterrain company and innovating and learning new techniques to get a similar product (or more) as this company.

This is some photos of his project and blog below:





Blog of Simulondo: http://simulondo.wordpress.com/

Wednesday, 27 February 2013

Devblog 3 - Parque Tecnoalimentario


As you can see in the following images, I've added some roundabouts of "Parque Tecnoalimentario de la Axarquia". Due to lack of information and material of headquarters of the park, I probably wouldn't model the buildings and its adjacent (solar panels etc. ..)



Monday, 25 February 2013

Devblog 1/2 - New project, La Axarquia X


This project will have the following characteristics:

- 6 centimeters per pixel of photoreal textures.
- Airport covered by Photoreal textures and autogen with 45 centimeters per pixel of aerial images.
- Fully custom modeled airport. Realistic Objects and buildings for give a maximum performance.
- FPS Friendly.
- Only for Microsoft Flight simulator X and Prepar3D.
- Freeware product.


I have already done all the autogen, here are some pictures of the current project status.



The green areas is covered by autogen objects