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Beechcraft Starship Project (Read 7672 times)
Reply #15 - Nov 3rd, 2011 at 3:29am

FoxThree   Offline
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Looks awesome Mitch. Smiley
 
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Reply #16 - Nov 3rd, 2011 at 6:15am

JakesF14   Offline
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Hi Mitch,

I've started on this tutorial: http://www.simviation.com/gryphon/tutorials/gMax_10.htm

This one is a bit advanced, but I am sure you will figure it out..  http://www.aerodynamika.com/cgi-bin/yabb2/YaBB.pl?num=1126473781

there are many tricks, with shine, g,ass, etc, but the basics are the same. Once you get to map them, it will be a battle 90% won!
 

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Reply #17 - Nov 3rd, 2011 at 10:07am

alrot   Offline
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Mitch....once again , Let me know if you need any help (Animations, wheel turnings , flaps movements ,props etc)

but just in case (Maybe you already know this) and if it is this can work out for others  Cool

for propelers you need to make a 360º animation that last from 0-100
you need to create 3 pieces Once for still and off animation ,one for slow when propelers is starting and blurry when is running same goes for tires

I'm using Brett Henderson's Saab 340 as and example

...

many others animation DOES NOT require attachpoint/Visibility including ALL VC animation Buttoms levers , Only these two "Tires and Engines or propelers"
the rest you would use just the animation tool


the Propelers in "Blurred" is a double faced disc  using a drawing texture in a transparent mode -50 in opacity
...
 

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Venezuela
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Reply #18 - Nov 3rd, 2011 at 2:42pm

FSX_Dude   Offline
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Looks fun can't wait to fly it. Smiley Smiley Smiley Smiley
 

I don't need a Sign.....wait......Damn!
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Reply #19 - Nov 3rd, 2011 at 3:59pm

jetprop   Offline
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nice Cool

i still need to get my aircraft to fly the right way around.  Cheesy
 

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Reply #20 - Nov 4th, 2011 at 2:31am

JakesF14   Offline
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jetprop wrote on Nov 3rd, 2011 at 3:59pm:
i still need to get my aircraft to fly the right way around.  Cheesy


Well, it is just a matter of rotating it with 180 deg in Gmax...

When in left view, you will see the left side of the model, and the same with right, but in front view, you will see the rear, looking towards the front.

Unless I am HUGELY missing something...
 

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Reply #21 - Nov 4th, 2011 at 12:31pm

jetprop   Offline
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tried that.
for some weird reason it doesn't work.

anyways,that model was just for getting to know some of the stuff.
i will make a new model so...
 

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Reply #22 - Nov 6th, 2011 at 12:00am

Mitch.   Offline
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Thankyou gents. Smiley

JakesF14 wrote on Nov 3rd, 2011 at 6:15am:
Hi Mitch,

I've started on this tutorial: http://www.simviation.com/gryphon/tutorials/gMax_10.htm

This one is a bit advanced, but I am sure you will figure it out..  http://www.aerodynamika.com/cgi-bin/yabb2/YaBB.pl?num=1126473781

there are many tricks, with shine, g,ass, etc, but the basics are the same. Once you get to map them, it will be a battle 90% won!


Thanks for the links Johan, very helpful. I've followed the first tutorial and have achieved some form of a texture map on my aircraft however the textures I've applied appear to be very, very low-resoulution. I've used a 1024x1024 base and even tried a 4096x4096 texture base but they yield the same results, very pixelated. Its probabaly just a problem on my end, perhaps I missed a step?

See picture here

Cheers

 


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^^^ Click above to check out MySimshots.net  ^^^
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Reply #23 - Nov 6th, 2011 at 7:53am

Xpand   Offline
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You using gmax?
Costumize/preferences: Viewport Tab/Configure driver
Make background/download texture size 1024.
 

Up is the way to go.
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Reply #24 - Dec 28th, 2011 at 9:34am

Xpand   Offline
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Well, the way I use to map is grab the part that I want to map, for example the fuselage, and isolate it from the other parts by hidding them. Then take a print screen of it in the viewport that is best (in round fuselages like yours you're better off using the left viewport) with the best zoom I can get while the part is still all in screen.
Then paste that print screen in photoshop or whatever and select only the flat grey viewport with the fuselage in it and copy it. Create a 1024^2 px or 2048^2 px to paste the fuselage and remove the flat grey part that outlines the fuselage. then just resize and move it around to fit the texture better.
In gmax you add a UVWmap modifier to the fuselage, make it square and align it to the side view. Then add a UVWunwrap modifier to position the fuselage edges on the texture. Make sure you have the texture material applied to the object. Ah, and the material must be FSX material and to display the texture on the viewport you have to click on the blue cube on the material editor. To display the map in the UVWunwrap editor click on the pick texture rollout and select your texture...
Here's an example of a texture sheet from my S-46 Orca:
...
 

Up is the way to go.
...
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