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› Project 737 - 4th update
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Project 737 - 4th update (Read 240 times)
Nov 27
th
, 2003 at 11:13pm
Moach
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Colonel
Jet-Powered PropellerHead
São Paulo, Brazil
Gender:
Posts: 991
after a week of intense around the clock hard work, the external model is almost ready
i just need to fix a problem with the animations and i'll be ready to start building the DVC
take a look:
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 28
th
, 2003 at 12:14am
Travis
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Colonel
Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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Posts: 4515
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 28
th
, 2003 at 5:37am
Moach
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Colonel
Jet-Powered PropellerHead
São Paulo, Brazil
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Posts: 991
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 28
th
, 2003 at 6:02pm
pete
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Admin
'That would be a network
issue'
Cloud Cuckoo Land
Posts: 8500
Lookin' great! Don't give up!
Think Global. It's the world we live in.
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Reply #4 -
Nov 28
th
, 2003 at 6:05pm
Hagar
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My Spitfire Girl
Costa Geriatrica
Posts: 33159
That's looking great. Well done.
One question. Have you tried exporting it? Might be an idea before going too far with it.
Founder & Sole Member - Grumpy's Over the Hill Club for Veteran Virtual Aviators
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Reply #5 -
Nov 29
th
, 2003 at 12:36am
Katahu
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Colonel
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Posts: 6920
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 29
th
, 2003 at 1:32pm
Moach
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Colonel
Jet-Powered PropellerHead
São Paulo, Brazil
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Posts: 991
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
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 29
th
, 2003 at 1:32pm
HABU
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Paradise by dashboard
light.
Posts: 372
I'm not normally one for airliners, but that looks great, well done.
Keep at it!
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Reply #8 -
Nov 29
th
, 2003 at 1:46pm
Travis
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Colonel
Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
Gender:
Posts: 4515
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.
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Reply #9 -
Nov 30
th
, 2003 at 6:59am
Moach
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Colonel
Jet-Powered PropellerHead
São Paulo, Brazil
Gender:
Posts: 991
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 30
th
, 2003 at 5:14pm
Hellhound
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Colonel
somewhere
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Posts: 305
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 1
st
, 2003 at 3:16pm
Travis
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Colonel
Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
Gender:
Posts: 4515
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 21
st
, 2003 at 10:19am
Mike Thurman
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Mmm, forbidden donut!!
Umm, underwater
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WOW!!! VERY NICE BIRD!!!!!!
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