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beczl

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Everything posted by beczl

  1. Tu-134 "funny" landing http://basa2.multiply.com/video/item/165
  2. Thanks, it's much better than my cockpit frame. Good job. :-)
  3. Thanks man! It'll very usefull for me because my next step would be the new 3D cockpit. :-) If possible please send it to: beczl@tvn.hu Thanks again.
  4. Hi, Good evening. Here it's some screenshot for the damage model.
  5. Hi, Thanks for your help. This pics at least one month old, we have a lot of development since. :-) Check post #216. You can see the video link.
  6. It's already flat, but in the video it seems to curved. :-)
  7. Which part of the canopy do you mean?
  8. The plane will use the Su-27 cockpit basicaly but I'll work on the new Mig-21 VC.
  9. Hi, Watch this! :-) http://www.youtube.com/watch?v=JhI12yzKu6Y&fmt=18
  10. Nice flying and homepage too.
  11. You're already authorized and added to the beta tester group since Tue Apr 21 2009, 10:24PM. But the automatic user notification doesn't work on the mentioned site. Please try to login again.
  12. New WIP pics:
  13. Woao. It looks amazing. Good work. Release date? :-)
  14. Hi, Damage modeling: Our example will be for Arg No. 60 , Right elevator destruction (0=off, 1=On). The idea is to have 2 models for the elevator, one of them is the damage model and have it replace the original model when its triggered by the game engine, hence the "ArgBased Visibility" controller. Since this is not a key animation, its on/off, I will use the "Track viewer" to do the whole job.I usually use a frame span of 61 from -30 to 30 whenever the argument is from -1 to 1 for arguments from 0 to 1 span I use frames 0 to 30 since there is no reverse movement. In our example, frame 15 is midway and the model's visibility swaping should occure there. Its a good practice to have the damage model visible one frame before the original model dissapears. Hence frame 15: damage model visible, Frame 16: original model invisible (this is ofcourse for 30 frame span) So, very simply, I just reverse the visibility track curve at the desired frame. 1 being visible, and -1 invisible. Of course the damage model will start in a -1 state. Here are two small video tutorials by VireVolte_tigrou, one concerning damage models : http://tigroukam.free.fr/Hotel/Lockon/Models/Doc/LomacAnim.rar For the visibility aid check the http://www.lockon-models.com/ forum. (registration required)
  15. Good findings. Thanks again. :-)
  16. I use only tga texture for small damage effects e.g. bulletholes, cratch etc. For the heavy damage I create a different, damaged (truncated) model part and use tga texture too. I combine this two method with visibility track.
  17. Hi, The missile location could be change in the ../ME/MeInit.xml. Check the selected plane pylon section. The meinit file contains a list of objects, weapons, aircraft, and pylons and defines each item, and how they are used together. Check it: http://simmod.pbwiki.com/ I had a damage modeling tutorial vid, but I can't found at the moment. So there is my way. Our example will be for Arg No. 60 , Right elevator destruction (0=off, 1=On). The idea is to have 2 models for the elevator, one of them is the damage model and have it replace the original model when its triggered by the game engine, hence the "ArgBased Visibility" controller. Since this is not a key animation, its on/off, I will use the "Track viewer" to do the whole job.I usually use a frame span of 61 from -30 to 30 whenever the argument is from -1 to 1 for arguments from 0 to 1 span I use frames 0 to 30 since there is no reverse movement. In our example, frame 15 is midway and the model's visibility swaping should occure there. Its a good practice to have the damage model visible one frame before the original model dissapears. Hence frame 15: damage model visible, Frame 16: original model invisible (this is ofcourse for 30 frame span) So, very simply, I just reverse the visibility track curve at the desired frame. 1 being visible, and -1 invisible. Of course the damage model will start in a -1 state. All the beest, beczl
  18. I'm looking for any technical doc, manual, drawing, info or high quality pics about the KM-1 (KM-1M) ejection seat generaly, ejecting sequence and working instruction. Any help is appreciated. You can contact me via PM, mai: beczl@tvn.hu or MSN too.
  19. If everything looks like good with the model basic panel lines I'll sent the template to you. (Maybe this weekend.) :pilotfly:
  20. Thanks, I'll check it.
  21. I'll do it if I have any tutorial about the cockpit creation of the LoFc. But it's not so easy to find any info about this. So first we working on the Mig-21 model, and if possible than the cockpit too.
  22. Hi guys, Just FYI: We start the Beta test for the base model of the Mig-21bis. I'll keep you inform any further development.
  23. It is not so easy to define the differences between Mig-21 models. Almost all parts can be different.
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