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BO-105 PAH1A1 progress news


The_Fragger

BO-105 PAH1A1 progress news  

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  1. 1. BO-105 PAH1A1 progress news

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Rear model with reduced polys for pilot section and pilot section with reduced poly for the rear section. is that correct ?

Yes, looks like its correct.

Another good tip I found in tutors - for example we have cylindric button.Looks like there is no ways to reduces tris. But its easy - bottom cap (circle poly) just remove, cause its never seen from any angles.

Probably this may look like oldschool optimization for old PC, and out of date, cause modern PC will eat any model, but I like it, also such models easy for unwrap.

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I already done this with the bottom caps :thumbup:. One question. Must the cockpit model done from the source of the outside model ?


Edited by The_Fragger

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Maybe yes, because overall measurements should be the same. If you create cockpit and models from blueprints then anyway you`ll get your external cockpit and cockpit itself (F1) overall sizes equal.


Edited by BR=55=Sevas
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Thanks for the Info. Further on I took a look a animation tutorial and I recognized that the timeline is from 0-100 Frames and in some other tutorial the timeline goes from -100 to 100. which tutorial should I trust regarding the timeline length ?

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MILTECH-5 /PD

Lead 3D Artist - TrueGrit Virtual Technologies

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BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH

Eurofighter Typhoon

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i've been using -30 to 100. with alot of 2 way animations being -30 to 30. (elevators/ailerons etc)

 

cockpit doesnt have to be done from external model source, sometimes it's just quicker/easier to use the external model and build up the pit than it is to start a new one.

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Thanks, SkateZilla !

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MILTECH-5 /PD

Lead 3D Artist - TrueGrit Virtual Technologies

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BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH

Eurofighter Typhoon

https://www.facebook.com/PolyDynamicsDCS/

 

 

 

 

Windows 10 (x64)

 

3x Corsair SSD GT 250 GB

Mainboard: Asus STRIX Z390-F

CPU: Intel Core I9-9900K @ 3.60GHz

RAM: 64 Gb

Graphics: MSI GForce GTX 980 TI 4GB

 

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Today I received the full go from Eurocopter.

Helicopter is allowed to get implemented.

Since I have no clue how the Weaponsystem is working I have to presume it :)

 

Yeahaa, let's party :clap: :beer:

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Update 31.07.2013

 

Today I received the full go from Eurocopter.

Helicopter is allowed to get implemented.

Since I have no clue how the Weaponsystem is working I have to presume it :)

Great news. Good luck! :thumbup:

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Seems to be, that the quote is cancelled in the origianl post. :huh:

 

Keep up the good work, Fragger!

Hardware: Intel i5 4670K | Zalman NPS9900MAX | GeIL 16GB @1333MHz | Asrock Z97 Pro4 | Sapphire Radeon R9 380X Nitro | Samsung SSDs 840 series 120GB & 250 GB | Samsung HD204UI 2TB | be quiet! Pure Power 530W | Aerocool RS-9 Devil Red | Samsung SyncMaster SA350 24" + ASUS VE198S 19" | Saitek X52 | TrackIR 5 | Thrustmaster MFD Cougar | Speedlink Darksky LED | Razor Diamondback | Razor X-Mat Control | SoundBlaster Tactic 3D Rage ### Software: Windows 10 Pro 64Bit

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- Cockpitmodel nearing completion (78.000 triangles so far). Collective and Stick have to be reworked (proOptimizer Modifier doing strange things ;)). Sorry for the delay but it's very difficult to work at this temperatures :blink:

 

- By next month Aries Wing Consulting and me are going to Roth for soundrecording on the BO-105

 

Great news, I'm looking foward to listen to the Bo-105 sound :)

And "Gut Ding will Weile haben" (To get good things you need time) ;)

You're right, these temperatures are really horrible, 5-10 °C less would be nice :smilewink:

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  • 2 weeks later...

News has been updated.

  • Like 1

2D/3D Artist

MILTECH-5 /PD

Lead 3D Artist - TrueGrit Virtual Technologies

[sIGPIC][/sIGPIC]

 

BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH

Eurofighter Typhoon

https://www.facebook.com/PolyDynamicsDCS/

 

 

 

 

Windows 10 (x64)

 

3x Corsair SSD GT 250 GB

Mainboard: Asus STRIX Z390-F

CPU: Intel Core I9-9900K @ 3.60GHz

RAM: 64 Gb

Graphics: MSI GForce GTX 980 TI 4GB

 

HOTAS Warthog

Hofmann Simpad Rudders

Oculus Rift / Oculus Touch

 

 

Heavy Metal is the law ! :punk:

 

 

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Update 14.08.2013

 

Here are 3 screens with the controlable BO-105 in DCS World :)

 

Cockpit model has also been implemented. Still trying to adjust the Cockpitmodel with the exterior one. There must be some coordinates adjustment in the Lua-File. Still searching ...

 

 

-------------------------------------------------------------------------

"I received the full go from Eurocopter.

Helicopter is allowed to get implemented.

Since I have no clue how the Weaponsystem is working I have to presume it" :)

 

I hope 'we' talk about the same thing as I didn't read the whole thread...

 

 

I picked up the line that determines the position of the Ka-50 cockpit as example:

 

 

The cockpit model position is determined

 

in the ...\DCS World\Config\View\Server.lua

 

line#95

 

CockpitLocalPoint = {3.188000,0.390000,0.000000},

 

and/or

 

in the ..\DCS World\Mods\aircrafts\Ka-50\Cockpit\Scripts\mainpanel_init.lua

 

line #5 and #6

 

shift = {0, 0, 0}

rotation = math.rad(0.0)

 

 

I wish you all the best and success wit this project!


Edited by PeterP
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Thanks for the Info :thumbup:. I'll try it out on sunday. I also have a problem with the offset of the helicopter. When I start from ramp my heli is sinking into the ground. I guess this is also some adjustment in some LUA file ...:detective:

2D/3D Artist

MILTECH-5 /PD

Lead 3D Artist - TrueGrit Virtual Technologies

[sIGPIC][/sIGPIC]

 

BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH

Eurofighter Typhoon

https://www.facebook.com/PolyDynamicsDCS/

 

 

 

 

Windows 10 (x64)

 

3x Corsair SSD GT 250 GB

Mainboard: Asus STRIX Z390-F

CPU: Intel Core I9-9900K @ 3.60GHz

RAM: 64 Gb

Graphics: MSI GForce GTX 980 TI 4GB

 

HOTAS Warthog

Hofmann Simpad Rudders

Oculus Rift / Oculus Touch

 

 

Heavy Metal is the law ! :punk:

 

 

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When I start from ramp my heli is sinking into the ground

 

I think I read that before, and more than once. I just don't remember the answer, but it is a common problem and you might even find the solution by searching the forums. :)

 

EDIT:

Maybe you want to revive this particular thread:

http://forums.eagle.ru/showthread.php?t=110417&highlight=model+sinking+ground


Edited by Aginor
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I think I read that before, and more than once. I just don't remember the answer, but it is a common problem and you might even find the solution by searching the forums. :)

 

EDIT:

Maybe you want to revive this particular thread:

http://forums.eagle.ru/showthread.php?t=110417&highlight=model+sinking+ground

 

Or if that doesn't help, maybe you want to contact "prawncracker" and/or "hijack":

One of the other questions I have asked is to change the contact points...

I made a simple AH-64D mod that uses the BS cockpit.

All weapon systems work fine and it flies well.

The only issue is when it comes to landing...

The wheels sink into the ground then pop up repeatedly and it wont sit still (like it has been landed on a bouncy castle)

I have seen people mention this before but there has been no comment about how it was resolved.

 

Anyway, the person you need to contact, without shadow of doubt is 'hijack'. The problem you are having with the AH-64 mod is LOD and crash parameters.

 

He has come across this problem before when he made the excellent ship mod.

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Ah, I think I remember parts of the discussion. Could have something to do with the collision model being somewhat different from the actual model, something along those lines.

But I agree, contacting the guys Flagrum mentioned and/or SkateZilla and/or Ells228 might help finding a solution. And when you have it, please post it for others. :)

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These shots are looking great.

 

Weiter so! :thumbup:

 

 

regards,

Fire

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So everyone can benefit;

In Reply to Fragger's PM:

 

Hi Mate,

 

This was a fair while ago. I don't know if anything will have changed over the many updates released since I last looked at this.

 

I sorted my cockpit issue:

(the interior cockpit was too low so the exterior model obstructed my view).

I edited:

F:\Program Files (x86)\Eagle Dynamics\DCS World\Mods\aircrafts\Ka-50\Cockpit\Scripts\mainpanel_init.lua

 

and changed "cockpit_local_point".

 

cockpit_local_point = {4.500, 0.10, 0.0}

Syntax: cockpit_local_point = {fwd/back, up/down, left/right}

(Thanks to Assieboy for the syntax: http://www.en.wiki.eagle.ru/showthread.php?t=98921&page=17)

 

My Mod was for an AH-64D so the numbers will differ from yours and will require a little trial and error.

 

As for the collision issue, it was an issue with my Collision_Shell in the AH-64D.lod file.

 

I edited:

(F:\Program Files (x86)\Eagle Dynamics\DCS World\Bazar\World\Shapes\ah-64d.lods)

 

and changed the value:

collision_shell = "ah-64d-collision.edm"

to

collision_shell = "ka-50-collision.edm"

 

and this resolved my issue of sinking into the ground.

I know these aren't solutions to your problem as it looks like you may be making a new flyable (nice work btw) but hopefully it will point you in the right direction.

 

I'll put this in your Post so everyone can benefit as it took me ages to get that mod working :)

 

Cheers & Good Luck,

P

 

Hi prawncracker,

 

You were recommended by guys in the forum. They told me that you may give me a hand for my problem.

 

Collision:

 

I created a mesh around my heli with "collision_shell" inserted in the user defined properties of my collision mesh. Wehn I start from ramp, the heli is sinking into the ground and than explodes. Are there some arguments to be entered in some LUA file ?

 

interior Model:

 

are there some coordinates to adjust the Cockpit Model to the Exterior model or the other way ?

 

many greetings

 

The_Fragger


Edited by prawncracker
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Thanks Prawncracker :thumbup:

 

By the way. I read here:

http://forums.eagle.ru/showthread.php?t=110511

 

that there's an argument where you can remove the cockpit (in the modelviewer ?). I'm not sure how this works.

 

SkateZilla wrote:

The External Model has an Animation Argument to turn off the External Model Pit in Cockpit view. (Example, A-10C W/ Animation Set for Cockpit View)

If this is for the ModelViewer it would be more easy to position the Cockpit model instead of starting DCS after playing with the LUA coordinates ...

 

regarding the collision shell:

 

I read that the collision shell have to be the rough shape of the exterior model (not too much polys). Current shape of my collision shell is a square with some segments (screenshots).

Further on I could'nt find the lua file from where the ka-50.lods is called from because I changed ka-50.lods to Bo-105.lods and changed collision_shell = "ka-50-collision.edm", to collision_shell = "BO-105_COLLISION.edm",

collision.thumb.jpg.f65f83f6f93c433abd82c5a6eced0f70.jpg


Edited by The_Fragger
  • Like 1

2D/3D Artist

MILTECH-5 /PD

Lead 3D Artist - TrueGrit Virtual Technologies

[sIGPIC][/sIGPIC]

 

BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH

Eurofighter Typhoon

https://www.facebook.com/PolyDynamicsDCS/

 

 

 

 

Windows 10 (x64)

 

3x Corsair SSD GT 250 GB

Mainboard: Asus STRIX Z390-F

CPU: Intel Core I9-9900K @ 3.60GHz

RAM: 64 Gb

Graphics: MSI GForce GTX 980 TI 4GB

 

HOTAS Warthog

Hofmann Simpad Rudders

Oculus Rift / Oculus Touch

 

 

Heavy Metal is the law ! :punk:

 

 

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I Totally missed that post.

Cheers for the link. lots of ideas coming to mind now :D

 

Thanks Prawncracker :thumbup:

 

By the way. I read here:

http://forums.eagle.ru/showthread.php?t=110511

 

that there's an argument where you can remove the cockpit (in the modelviewer ?). I'm not sure how this works.

 

SkateZilla wrote:

The External Model has an Animation Argument to turn off the External Model Pit in Cockpit view. (Example, A-10C W/ Animation Set for Cockpit View)

If this is for the ModelViewer it would be more easy to position the Cockpit model instead of starting DCS after playing with the LUA coordinates ...

 

regarding the collision shell:

 

I read that the collision shell have to be the rough shape of the exterior model (not too much polys). Current shape of my collision shell is a square with some segments (screenshots).

Further on I could'nt find the lua file from where the ka-50.lods is called from because I changed ka-50.lods to Bo-105.lods and changed collision_shell = "ka-50-collision.edm", to collision_shell = "BO-105_COLLISION.edm",

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News have been updated.

 

- Cockpit nearing (I know I posted that some times ago) final state. I started texturing yesterday. The phase i :pain:. But this have to be done. Next update will show the whole cockpit textured. I swear :)

2D/3D Artist

MILTECH-5 /PD

Lead 3D Artist - TrueGrit Virtual Technologies

[sIGPIC][/sIGPIC]

 

BO-105 PAH1A1/VBH / HKP-9A / BO-105 CBS-5 KLH

Eurofighter Typhoon

https://www.facebook.com/PolyDynamicsDCS/

 

 

 

 

Windows 10 (x64)

 

3x Corsair SSD GT 250 GB

Mainboard: Asus STRIX Z390-F

CPU: Intel Core I9-9900K @ 3.60GHz

RAM: 64 Gb

Graphics: MSI GForce GTX 980 TI 4GB

 

HOTAS Warthog

Hofmann Simpad Rudders

Oculus Rift / Oculus Touch

 

 

Heavy Metal is the law ! :punk:

 

 

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News have been updated.

 

- Cockpit nearing (I know I posted that some times ago) final state. I started texturing yesterday. The phase i :pain:. But this have to be done. Next update will show the whole cockpit textured. I swear :)

 

Great stuff, really amazed how far you have come. :)

:joystick: YouTube :pilotfly:

TimeKilla on Flight Sims over at YouTube.

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