

StrikeMax
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ED agreed...The Mig 21 "CAN" be added ONLY IF...
StrikeMax replied to Witchking's topic in 3D Modeling for DCS World
Ok Here is a quick draft of todays. My main concerne is the side profile. Canopy and wings are just for you to feel an airplane. I know , there are missing parts at tail base and tip. ;) -
ED agreed...The Mig 21 "CAN" be added ONLY IF...
StrikeMax replied to Witchking's topic in 3D Modeling for DCS World
Ok, you are the most difficult community to please :) I have another option: Above is the "75" variant which i believe is the MF/Fishbed J. I have enough data to accurately model this variant and I don't mind to start again. The big question is would ED accept this variant? so please let me know if you would like this variant and get the confirmation that ED have no objection. Thank you -
ED agreed...The Mig 21 "CAN" be added ONLY IF...
StrikeMax replied to Witchking's topic in 3D Modeling for DCS World
Gents, re F13. Lets not disagree on the variant. The Idea is to make this basic one correctly, and conforming to the standards of ED. means we get the slot. then we make as many variants as we want. cheers -
ED agreed...The Mig 21 "CAN" be added ONLY IF...
StrikeMax replied to Witchking's topic in 3D Modeling for DCS World
Yes Chizh, this is a 1 session draft. I wanted to check the general geometry before i detail. For the tail there are 2 bridges/transitions, one at base of tail/ (front) with the fuselage which i did. This should be repeated again at the brak point of the tail (at the end of the leading triang shape) which I will take care of in the second session, the rest of the tail is easy. thanks for the input. -
ED agreed...The Mig 21 "CAN" be added ONLY IF...
StrikeMax replied to Witchking's topic in 3D Modeling for DCS World
OK, there are almost 20 variants of the mig 21, confusing!! When Chizh made the comparison bet the rendered model posted earlier and the real thing I think he used the f13 variant. So I decided to do it. This is the result of today's session. Basic geometry before refinement of thr fuselage and the uncut canopy. I am posting this for your geometry check before I spend more time. ( my flanker is unhappy today :D). -
ED agreed...The Mig 21 "CAN" be added ONLY IF...
StrikeMax replied to Witchking's topic in 3D Modeling for DCS World
Is there a time frame to finish this model? I have checked some pics and I can do it fairly quickly, from scratch ofcourse. But due to time squeeze Someone else has to do the gears ,animation, and texturing. Please let me know if thats ok. -
Lately I didn't have much time to work on the model, but Last night I had a good session. Then ,for a change, I played a little with rendering & environment ;)
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With pilot's head movement Arg.
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Hehe, Yes its on y todo list.
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a "self illuminating" material should work. try to creat a amaterial and check self illuminating in the material editor, and try to view it in the lomac object viewer.(and dim the lights of the environment". please let me know if they work. If they do, the easiest thing is to make another hidden model for the HUD and the pilot head/helmet. Assign a self illum. material (green color) and set their property to be visible only when the correponding argument is true arg 69 ithink (original model should be hidden by then). ps. pm is not working for me?!!!
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And high res. too ;)
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Things like this for ex. http://img188.imageshack.us/my.php?image=wip221006yz3.png
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Hey Jank0, Currently Im working on the Nozzle. Im also detailing the Joints of the moving surfaces,which are only significant at closeups. But I want to do that. Frankly, I've wasted alot of time flying her in Lomac ;) Ps. I ran out of Space for image attachments on the forum so im waiting for significant progress before I post another pic.
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Yes Sir ;) I have done an extensive exploration using the object viewer.
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Afraid I disagree with this one, the conical place holder you see is for the last 2 segments. In fact it will get a bit longer when both are at full open state. Nothing much I can do about this, The game triggers the opening state through an argument with a value bet 0 and 1 with 0.15 increments. Means 8 states from min. diameter to max diamater with a linear increase(looks like). All I can do is to animate the correct diamater % according to those 8 states and the rest is left to the game engine.
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They are not modelled yet, you are looking at place holders
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Check this out: NEw SIM based on Falcon 4 engine.
StrikeMax replied to Pilotasso's topic in Lock On: Flaming Cliffs 1 & 2
LOL, this is the interesting part: http://www.saafops.com/comersus/store/saafops_tutorials.asp -
Flanker, Why I never thought of that before?! yes if you are willing to assist,you will save me a significant time. But be aware, I'm not seeking just a "little help for the texture" ;) Maybe you've noticed that I've textured the model in my first post in this thread. But that was a proprietery texture map and mainly for the purpose of demonstration. As you might be already aware, I've promised that my model will be compatible with current su 27 texture maps, so the community can keep using their preferred textures, plus the default ones in game ( in the load menue).Of course there might be an additional texture file to cover the extra parts I've modeled. This means that I will re unwrap the texture coords. according to one of the original texture templates that are included in the game, while you use the same template to prepare the texture files I have in mind. So, If you are willing to prepare the templates that : a- will be exclusive for the release of my model. b- I can use for future updates. c- You will send me the finished work as layred psd file. then let me know and I will pm you for the details. Thank you for your offer to help. Ps. How many posts do I need to become a "member"?!! lol
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Sorry for not updating this weekend. Although good progress, but you won't notice it if I post new pics. For the last few days I've been working on "hidden" mesh. I am cutting unnecessary mesh that is hidden by the fuselage all the time. Effectively reducing the poly count. For ex. the intake objects which extends from the front opening until the nozzle, has significant part hidden by the airframe. I am removing those and welding edge vertices. Also, examining the original model for damage behaviour in the viewer, I noticed that at certain instances, parts of the frame beneath the damaged parts are revealed. I am cleaning those to be revealed areas. After all, you won't want me to release the model with " Dirty underwear" ;) The bright side is, this constitutes the final work for LOD0.
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Ofcourse you have to recreate the guages, static objects with background texture and animate the needles, ribons. sure all moving parts are controlled by args, but I only mentioned the guages because thats the main concerne.
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I don't know if this is a redundant thread, but since the results are interesting I took my chances of posting this. I found out that all warning lights, guage lights, and guage needles are controlled by arguments in the 3d pit. Which simply means that you can design your own 3d pit and DISLOCATE the guages. The trick would be to try every single Arg. , and make a list of the functions. - For guage needles Args. you have to be very precice in recording at waht position a given reading is pointed at. This will help you to scale your animation to get accurate readings in game.
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NoseGear..Almost there When this part is totally finished,fitted and properly animated, a major milestone in finalising the model would be reached. NB. To chizh or forum admin, Is it possible to increase my file attachment capacity, Im running out of space.
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Yes,definitely.