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Project 737 - 4th update (Read 240 times)
Nov 27th, 2003 at 11:13pm

Moach   Offline
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after a week of intense around the clock hard work, the external model is almost ready Cheesy

i just need to fix a problem with the animations and i'll be ready to start building the DVC

take a look:


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Come, one and all aboard!  -  The Russian Roullete in the sky!
One in each Six of my personalities knows not at all how to fly!
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Reply #1 - Nov 28th, 2003 at 12:14am

Travis   Offline
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Cannot find REALITY.SYS.
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That's really getting good!  I was just wondering if you fixed the "crease" down the middle of fuselage, as it was in your last post?  From those two shots above I can't tell.
 

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Reply #2 - Nov 28th, 2003 at 5:37am

Moach   Offline
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the crease is fixed now...
 

Come, one and all aboard!  -  The Russian Roullete in the sky!
One in each Six of my personalities knows not at all how to fly!
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Reply #3 - Nov 28th, 2003 at 6:02pm

pete   Offline
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Lookin' great! Don't give up!
 

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Reply #4 - Nov 28th, 2003 at 6:05pm

Hagar   Offline
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That's looking great. Well done. Wink

One question. Have you tried exporting it? Might be an idea before going too far with it.
 

...

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Reply #5 - Nov 29th, 2003 at 12:36am

Katahu   Offline
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For me, I'm working on the Bombardier CRJ-700.

I always make sure to test the visual model before I go any further.

What I do is make a simple shell of the project-in-progress. You know, with the usual objects [wings, fuselage, stabilizers, etc.].

I then divide the fuselage into three sections. The Cockpit section, the Cabin section, and the Rear section. You'll see why.

I then export the basic model into its *.mdl format.

If there is an error with one of the sections of the fuselage [or other object], then the error log will tell me wich one of the section. Then I'll have to figure out which part of the section-in-question [or other object] is causing the so-called Collicated Vertices [this is what I usually from the error log].

That's why I divide the fuselage sections. So that I can further isolate the culprit.

Once all the sections are fine, I then attach them together and weld the vertices together. There, I am done with the fuselage.

I then do the same for any other major part of the basic model [such as the wings] before I add the details.

If I put in the details before I test, and if there is an error log, then I would get confused because of the large number of parts I have created.

So far, for my CRJ-700 for PSW, I have not recieved any errors ever since I fixed the fuselage.

If you are planning on animating your parts, then make sure you test those vital parts before applying any animations. The last thing you ever want is an error log pointing at your animated object. Then there will be a good chance that you might have to start over.
 
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Reply #6 - Nov 29th, 2003 at 1:32pm

Moach   Offline
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i have been test-exporting my plane since it was nothing but a tube with a windshield

there's nothing wrong with it in that area.....

but thanx anyway Smiley
 

Come, one and all aboard!  -  The Russian Roullete in the sky!
One in each Six of my personalities knows not at all how to fly!
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Reply #7 - Nov 29th, 2003 at 1:32pm

HABU   Offline
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I'm not normally one for airliners, but that looks great, well done.

Keep at it!
 
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Reply #8 - Nov 29th, 2003 at 1:46pm

Travis   Offline
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Cannot find REALITY.SYS.
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What's the polygon count on that right now?  If its low enough, it will be a main feature of my AI system in the future. Wink
 

...
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Reply #9 - Nov 30th, 2003 at 6:59am

Moach   Offline
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currently it has 24982 polys including dvc

the external model has 18126

i don't know if that's too high or not
but i'm getting 20-50 fps on FlightSim (no textures yet)
 

Come, one and all aboard!  -  The Russian Roullete in the sky!
One in each Six of my personalities knows not at all how to fly!
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Reply #10 - Nov 30th, 2003 at 5:14pm

Hellhound   Offline
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when do you think it will be up for download? that looks sweet. and how do you find the poly amount?
 

...&&&&well of course! i'm trying to hit them!&&&&always fight fire with fire... because you get a bigger one!
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Reply #11 - Dec 1st, 2003 at 3:16pm

Travis   Offline
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Cannot find REALITY.SYS.
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Quote:
and how do you find the poly amount?


To find the poly count, go to the last tab on the right column in Gmax.  There are several buttons you can push there, one of which is the Polygon Counter.  Just hit that button and a window will come up, telling you how many polys are in the object you have selected and how many are in the scene total.
 

...
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Reply #12 - Dec 21st, 2003 at 10:19am

Mike Thurman   Offline
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WOW!!! VERY NICE BIRD!!!!!! Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked Shocked
 
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