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**Project Porsche Update** (Read 3194 times)
Dec 20
th
, 2003 at 11:19pm
Katahu
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So far, the body of Porsche is almost done. All that is needed are the side-view mirrors and spoiler.
I have already begun work on the texture files as well. The Mercedes relied on a very simple texture file with alpha channels.
The Porsche will rely on complex texture files that are organized and properly set up for anyone who is willing to do repaints, once the Porsche is complete and released.
I have also detached many parts of the car body so that the textures can be easy to apply and so that the seams of the car are visible.
So far, the polygon count of the body is 3990 [windows are included].
Later on, I will start on making new rim variations. Especially for a car like this.
It is still far too early to indicate the release date. As I have indicated in the Freeware Sceenshots Forum, this model will not be NEAR completion until late-2004.
For those who do not know what I'm talking about, I'll explain.
Project Porsche is the new Gmax-construction of the Porsche 911 GT2.
It will have everything that the Mercedes has plus much more including improved textures and a new driver [female].
As for the driver, I have already gave the driver a new set of clothes so that it will look better. However, it will hard for me to give her a pose because her body consists of one seemless model. Not only that, she will have a moderate polygon count as well.
I will post sceenshots later.
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Reply #1 -
Dec 26
th
, 2003 at 7:03pm
Hellhound
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hey, could you send me the driver? corp_andon_a@yahoo.com
&&&&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 #2 -
Dec 27
th
, 2003 at 4:48pm
Katahu
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Here are the screenshots I have made.
So far, so good. The lower intake still needs some fixing.
As for the driver, I fixed the eyes so that they look less cartoony and more human-like. I also added the eyelids for better effect.
The blouse was made out of a cyclinder, the pants were made out a box with extruded faces for the legs, and the undershirt was made out of a simple plane object.
Just like the body of the driver, the pants and the blouse have a meshsmooth modifier applied.
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Reply #3 -
Dec 28
th
, 2003 at 4:42pm
Katahu
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I have already begun to learn how to make realistic tracks for FS9.
This is just a practice track. So, I might make a more realistic track.
The track has been made straight out of a "loft" object. Kind of complicated to explain.
There is a help file in Disk 1 of your FS9 CD. Go to Disk 1> Extras> Gmax> and unzipped the "gmax12_help" file. Search for the extracted files and open them. They provide a huge load of information on things you have never heard of.
When you open the file, go to the index and type in "loft" [without the quotes]. It will show you the info.
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Reply #4 -
Dec 31
st
, 2003 at 11:19am
BMan1113VR
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looks awsome
saw this 3d car designer, his work is the best i have ever seen! ex:
http://images.deviantart.com/large/indyart/3d/BMW_M3_Custom.jpg
his web is
http://www.dangeruss-industries.com/homepage.htm
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #5 -
Dec 31
st
, 2003 at 1:11pm
Katahu
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Can anyone help me find the interior images of this car? I can't seem to find them.
The car that I'm working on [to be extremely precise] is a "1998 Porsche 911 GT2 R".
I need to know how the interior looks like. Otherwise, I'm at a dead-end.
Try looking for as many pictures as you can [especially the good ones].
Please.
Question:
Does the effects file indicate the positions of the lights? I want to make custom-made interior and exterior lights, especially for the headlights.
I now have a list of things to add to the Porsche. The ones with an asterik
are old ideas:
1. Side-view and rear-view mirrors*
2. Animated doors, steering wheels, front wheels, and suspension*
3. Animated hood, trunk, side/rear-view mirrors, and visors
4. New misc. objects [Paintball gun, Magazine, or Cell phone]
5. Reflections on surface and rims*
6. Organized and Practical texture files [for repainters]
7. Custom made effects files [for smoke, lights, etc.]
8. Prop-based aircraft.cfg file [no longer jet-based]
9. New Driver [female]
10. Passenger [if you like]
11. CD Player*
12. Animated CD player
13. Animated windows
14. 2D Panel
15. DVC*
The Porsche will "NOT" be released "UNTIL" it has a good and sufficient 2D panel.
The aircraft.cfg file will be Prop-Based because I want the sound files to operate sufficiently and fluidly. Especially for a car like this.
I know this sounds a little too much for my project. However, this is to show you how much I am learning and how much I have learned in the past and present.
No project is too big for as long as you are dedicated to learn more.
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Reply #6 -
Jan 4
th
, 2004 at 3:27pm
BMan1113VR
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-race version
-street version
-street version
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #7 -
Jan 4
th
, 2004 at 3:45pm
BMan1113VR
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-from a 97 gt2 R
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #8 -
Jan 4
th
, 2004 at 8:45pm
Katahu
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HOLY CRIST!!!!!!!!!!!!!!
BMan, you da man.
I have never seen interior images that good and up close since, since, since.........never.
Nice job with finding the pics for me. Now I know where to start. BMan, you'll get credit for your great help.
BTW, where did you get those pics?
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Reply #9 -
Jan 5
th
, 2004 at 2:08am
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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Personally, I would recomend you make two versions of the car.
One with the racing interior (BMan's first and last pics) and the rest as the stock version.
You may also want to make two different airfiles. The first could be the stock configuration and the second could be with every upgrade ever designed for this car.
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Reply #10 -
Jan 5
th
, 2004 at 1:32pm
Katahu
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Here is the latest pic of my Porsche.
Now I need a pic that shows the rear part of the interior.
Two different versions, huh?
You mean like and Frame-Rate friendly version and a Full version?
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Reply #11 -
Jan 5
th
, 2004 at 5:12pm
Hellhound
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nice, very nice! i think there should be a car section of downloads... that would encourage people
&&&&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 #12 -
Jan 5
th
, 2004 at 10:08pm
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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Well, what I meant by two different versions is one with a full racing package, which would look like the first and last interior pics from BMan, and one with the stock package, which would be the second and third pictures. You might also be able to create two different airfiles, one for each version.
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Reply #13 -
Jan 6
th
, 2004 at 8:51pm
bkircher
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Will this GT2 have a custom sound set?lookin good.have you ever thought of creating a Ferrari Enzo or a Dodge Viper?
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Reply #14 -
Jan 6
th
, 2004 at 8:53pm
bkircher
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I love YaBB 1G - SP1!
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Will this GT2 have a custom sound set?lookin good.have you ever thought of creating a Ferrari Enzo or a Dodge Viper?
here is the viper
http://www.fast-autos.net/photoarchive/dodge/gt23.jpg
here is the enzo
http://downloads.redjupiter.com/users/images/FerrariForSale/F601b.jpg
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Reply #15 -
Jan 6
th
, 2004 at 11:58pm
Katahu
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I'll try to get some real custom sounds for the Porsche. I have seen one guy with a Porsche over at an executive airport, but I'll have to get myself a digital sound recorder.
I'm hoping to get a digital camera also. That will help a lot.
I thought about making the Viper, but I figured that the curves would be too much. But now that I can handle the Porsche, I'll probably give it a shot with the Viper.
I never thought of making the Farrari. The curves appear to be easy to manage since they are a little more squared.
Right now, I'm trying to figure out how to make the seats with what object. Those seats seem tricky to make. I'll make them out of a box and apply the meshsmooth modifier.
I have spoken with Pete. Him and I agree that there should be a Car-Downloads page for FS. This is so that the best cars are shown and so that many people can be encouraged to make cars of their own.
This may seem odd, but learning car modeling can greatly expand one's knowledge of his/her own design tools like Gmax and FSDS2.
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Reply #16 -
Jan 7
th
, 2004 at 12:21pm
bkircher
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ok great .if you dont like the first viper here is the 2003 model
http://www.rsportscars.com/foto/10/vipersrt03_05.jpg
http://www.rsportscars.com/foto/10/vipersrt03_06_800.jpg
http://www.rsportscars.com/foto/10/vipersrt03_08_800.jpg
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Reply #17 -
Jan 8
th
, 2004 at 3:06pm
bkircher
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can i show these pics for the gt2 on avsim to let them know that this i comming for fs
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Reply #18 -
Jan 8
th
, 2004 at 8:41pm
BMan1113VR
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Quote:
BTW, where did you get those pics?
that is about 45 minutes worth of google-ing and going through about 20 sites that i get the pictures from to do the digital renderings in the auto forum. so in answer they are from all over the place
a good porsche site is flat-6.net , although they don't have much on this car, only 2 extirior shots and basic stats
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #19 -
Jan 9
th
, 2004 at 1:52am
Katahu
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Quote:
can i show these pics for the gt2 on avsim to let them know that this i comming for fs
Of course you can.
But remember, this project will take about half a year to finish.
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Reply #20 -
Jan 11
th
, 2004 at 9:57pm
Katahu
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Sorry it took me some time to add in the seats, but I was busy running 3 miles everyday. Gotta get in shape. And I'm only 19.
Anyways, I managed to make the seats. One seat was made completely out of a single box with a Meshsmooth applied. Then a clone was made to make the passenger seat.
I then added in some object such as knobs, radios, and the thing where you put the key in to start the car.
I'll add in more stuff later on.
Hey BMan, I'll check that site that you mentioned. Maybe the 2 exterior shots can help with one important part that I need for the visual model. The spoiler [car term, not aircraft term].
What do you people think so far?
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Reply #21 -
Jan 12
th
, 2004 at 12:17am
bkircher
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getting closer every day.looks good man
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Reply #22 -
Jan 13
th
, 2004 at 12:49am
Katahu
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Here's the latest pic.
This time, I added in the driver that has been slightly modified. You can clearly see the difference.
The viewport has dual lighting so that I can see the objects more clearly. This can be set in the Viewport Configurations settings.
The legs were carefully bent using the FFD (Box) modifier with a 10x4x4 lattice.
This modifier allows me to bend and warp any object without suffering the "Crombling Effect" of bending the legs.
The arms do not need a FFD (box) modifier because they can easily be adjusted using the Vertex sublevel of editable poly objects.
The body [minus the clothes] object, as you already know, was made out of a box. However, the modifiers that were already applied are not yet collapsed. This enables me to move back and forth between levels in case I make a mistake.
Out of this entire project, posing the driver was the BIGGEST MISSION I have ever undertaken. I had to properly scale the driver and properly position her and other surrounding objects and such.
I was thinking of using the Bone system, but it was a waste of time and proved very tricky. EX: If you bend a bone, the surrounding skin Crumbles at the joints and that look ugly.
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Reply #23 -
Jan 13
th
, 2004 at 1:02am
Katahu
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Not a lot of people know about car-modeling.
That's why I am giving you a small [if you notice] tutorial on how car modeling is done as I go along with the project.
EX: Each post that I make discusses how I made an object or a group of objects. The seats, the driver, the interior, etc.
So basically, this thread is also a small tutorial for those who want to learn the art of car-modeling and want to compete with me on who makes the best models.
I'm not kidding. I haven't seen not one of you people [10,000+ memebers] step forward and try to compete with me. I want competition. It makes me concentrate more and makes me put more effort.
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Reply #24 -
Jan 13
th
, 2004 at 1:22am
Smoke2much
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The Unrepentant Heretic
Sittingbourne, Kent,
Posts: 3879
Why do you need competition? Consider it a work of art and do it for yourself, not just to prove the point that you are better at building cars than others.
Who switched the lights off? I can't see a thing....... Hold on, my eyes were closed. Oops, my bad...............&&
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Reply #25 -
Jan 13
th
, 2004 at 1:44am
Katahu
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I do consider it a work of art.
Ya know what? I changed my mind. I don't want any competition. I'm wierd enough as I am. I don't even know why the h377 I asked for it in the first place.
LOL
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Reply #26 -
Jan 13
th
, 2004 at 6:05pm
Hellhound
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you do have competion! i make tanks! and walkers... but still! we both make things that live in two demensions!
&&&&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 #27 -
Jan 13
th
, 2004 at 6:18pm
Katahu
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Hmm, a tank and a car in the online MP sessions.
In FS9, I am seeing chains and cables move around the pullies in the Vickers Vimmy and the Wright Flyer.
So, I think it's possible for you to able to make the tank treds come to life.
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Reply #28 -
Jan 14
th
, 2004 at 2:05pm
Katahu
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I have already begun making two seperate models for the Porsche. The Exterior and Interior models.
The Exterior model will only have details that are commonly seen on all other exterior models. Wheels, surface, driver, seats, dashboard, etc.
It will not have the teeny-tiny details when viewed outside. EX: Radio, knobs, ignition, pedals, parking brake, etc. Those tiny detailed will only be visible when you view the car from the inside.
I have deleted many polygons that are never visible for the Interior model so that the frame rates are not hammered by the visual model in FS. This includes the seats, portions of the driver, and portions of the car's outer surface [front bumper, rear bumper, etc.].
Later on, I'll start studying on how to make custom effects files.
I'll have to redo the texture files so that it can be a little more easier to edit by those who wish to repaint the Porsche.
In a while, I'll start figureing out how to make the steering wheel.
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Reply #29 -
Jan 14
th
, 2004 at 4:01pm
Hellhound
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hmm... i bet you know how to make it, but animating it? i think if you nammed it rudder and had the axis right, then it would turn with the wheels
&&&&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 #30 -
Jan 14
th
, 2004 at 4:02pm
Hellhound
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oh, and i had one tank for fs, and it had a smoke system that simulated the firing of the main gun. imagine two tanks in fs with that
&&&&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 #31 -
Jan 14
th
, 2004 at 11:34pm
Katahu
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This is the latest pic of the interior model.
The center console [where the tranmission is] was made out of a primitive box with a small number of segments. A couple of the faces have seperately extruded and beveled so that I can make base for the transmission stick and small compartment [where the 3 buttons are] can be made.
The transmission stick was made with two objects. A sphere with one end extruded to make the grip and a box that has been shaped by moving vertices to make the leather wrapping for the stick.
Five cylinders have also been added to serve as bases for the gauges in the DVC.
A meshsmooth modifier has been applied to the center console with the following settings:
Meshsmooth modifier > Parameters rollout > "Smothing Groups" checked
Meshsmooth modifier > Subdivision Amount rollout > Iterations: 0
This allows me to smooth out only the extruded and beveled areas without having to smooth out the rest of the center console.
The seats were then made wider because they seemed unrealistically narrow. So I used "Non-Uniform" scale to make them a little wider.
If you notice, the arms were moved closer together so that they can be lined up with the steering wheel [later to be added].
At this point, the entire human model [minus the clothes] has been collapsed to an "Editable Poly". Don't worry, I have backups.
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Reply #32 -
Jan 15
th
, 2004 at 5:33am
Steve-O
Ex Member
Nice work you get there.
I've never really been a big fan of cars in FS, but this 911 looks pretty darn good.
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Reply #33 -
Jan 15
th
, 2004 at 9:45am
bkircher
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yes it does.
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Reply #34 -
Jan 15
th
, 2004 at 7:21pm
BMan1113VR
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looks good so far. . .great interior. . .will look to see if i can find some spoiler shots
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #35 -
Jan 15
th
, 2004 at 7:26pm
BMan1113VR
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here ya go. . .98 993 GT2 R pics:
here is a big moded one:
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #36 -
Jan 15
th
, 2004 at 7:27pm
BMan1113VR
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if you need regular 1998 993 GT2 pics this website is a real real big photo resource:
http://www.flat-6.net/view.php?model=993&sel=993+GT2&tab=photo
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #37 -
Jan 15
th
, 2004 at 7:29pm
BMan1113VR
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oh i have an awsome idea for a really cool fx. . .and if you can get the sound. . .how about a burn out. . .it would use the smoke control. . .and have the smoke come from the tires
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #38 -
Jan 15
th
, 2004 at 7:51pm
BMan1113VR
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here are some more helpful pics
if you want pics of the spoiler of a non race gt2, i can get many of those from all angles
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #39 -
Jan 15
th
, 2004 at 7:56pm
bkircher
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I love YaBB 1G - SP1!
Posts: 36
Quote:
oh i have an awsome idea for a really cool fx. . .and if you can get the sound. . .how about a burn out. . .it would use the smoke control
yeah that would be really cool!!!!!!!!!!!!!!!!! and it would look good in the game too .good idea man
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Reply #40 -
Jan 15
th
, 2004 at 8:46pm
Katahu
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OMG I have never seen such great shots.
THANKS A MILLION!!!!!!
And that idea of your sounds great. I never thought of that.
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Reply #41 -
Jan 17
th
, 2004 at 2:49pm
BMan1113VR
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if you need any more info please let me know. . .i can find more pictures. . .and i am pretty good w/ how porsches drive, and thier stats. . .i also have a friend who had a 97 993 turbo a couple of years ago (same chasis, same drive terrain, pretty close engine too)
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #42 -
Jan 17
th
, 2004 at 5:22pm
Katahu
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I need a pic that shows the back of the interior very clearly. Without it, I'm stuck. I also need a pic that shows the visors.
I came up with an idea on how to make the transmission stick function.
I linked the stick to a series of hidden spheres. One sphere is then linked to another by priority.
Each sphere is named throttle0_01, throttle0_02, throttle0_03, and so on. Same throttle [since the *.air file is single-engine type] with different suffixes for distinction.
This is how each linked-sphere is key-framed and Tagged:
Throttle0_01 = 0-20
Throttle0_02 = 20-40
Throttle0_03 = 40-60
Throttle0_04 = 60-80
Throttle0_05 = 80-100
This will simulate the back and forth motion of gear-changing with a stick. However, one sphere is only animated to move forward and one backward and the next one forward and the next move backward and so on.
The leather that covers the stick is also animated as a throttle and it will move from Left to Right with its key frames set at 0-100. This part will then move from one side to another while the hidden spheres moves it back and forth.
Thus, simulating the entire visual action of gear-changing as you increase the throttle. However, I will then to figure out how to create the dynamic effects of gear-changing. I'll try out your idea, BMan.
I'll post pics of this setup so that you can get a clearer picture.
I have also added a Parking Brake lever and is tagged and animated as a parking brake.
I have then added a seat belt to the drive. Everyone needs to drive safe these days.
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Reply #43 -
Jan 17
th
, 2004 at 5:33pm
Hellhound
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sounds cool! though you could make the seat belt the tailhook, so people can drive without it!
&&&&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 #44 -
Jan 17
th
, 2004 at 6:58pm
BMan1113VR
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will see what i can do. . .i know i can get the pics of a regular 1998 GT2, don't know about the race version
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #45 -
Jan 17
th
, 2004 at 7:15pm
BMan1113VR
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Colonel
Los Angeles, California
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Posts: 9196
pics:
spoiler:
http://www.flat-6.net/phpBB2/uploads/22529483.jpg
http://www.flat-6.net/phpBB2/uploads/56250409.jpg
http://www.flat-6.net/phpBB2/uploads/63790590.jpg
interiror and other misc shots:
http://f1.pg.photos.yahoo.com/ph/gt2porschesupra/album?.dir=/New+Porsche+993+GT2...
http://www.flat-6.net/phpBB2/uploads/45132932.jpg
http://www.flat-6.net/phpBB2/uploads/45038263.jpg
http://f1.pg.photos.yahoo.com/ph/gt2porschesupra/album?.dir=/New+Porsche+993+GT2...
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #46 -
Jan 17
th
, 2004 at 7:34pm
Katahu
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Colonel
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How the h377 can you find those pics so fast?
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Reply #47 -
Jan 17
th
, 2004 at 9:10pm
Daz
Offline
Colonel
in the morning im making
WAFFLES!
Leeds, UK
Gender:
Posts: 1171
maybe he has one lol
AMD athlon XP2800+ @2.34ghz&&Epox 8RDA3G 400 fsb, 8x AGP&&1024MB DDR400 PC3200&&XFX 256MB FX5950 Ultra (oc 525/1.04)&&40 gig maxtor 7200rpm&&80 gig seagate baracuda 7200rpm&&
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Reply #48 -
Jan 18
th
, 2004 at 3:45pm
BMan1113VR
Offline
Colonel
Los Angeles, California
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Posts: 9196
nope i own an rx-7, and i don't own a digital camera or scanner so no those aren't mine
i had a friend who owned a 97 993 Turbo S, that i can "interview", but i don't know anyone (that i can think of) who currently owns a 993 GT2
i guess i am a good researcher
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
&&
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Reply #49 -
Jan 19
th
, 2004 at 1:01am
Katahu
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Colonel
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Posts: 6920
Bman, I like the pic that shows the whole steering wheel and guages. It's realy awsome.
It would be even more awsome if I had all the pieces of it to make a perfect photo-realistic panel.
I estimate that this project will take at least up to nearly September because of the following factors:
1. I'm interested to learn how to make custom effects files.
2. I'm interested to learn more about properly programing the sound files.
3. I'm also interested in making my own custom gauges.
But before that, I'll be making these:
1. Further animations for interior and exterior models.
2. Custom *.air file and Aircraft.cfg file.
3. Organized texture files.
4. Side and rear-view mirrors.
The rear interior was difficult to make. But after a series of tweaks, it looks a h377 lot better.
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Reply #50 -
Jan 19
th
, 2004 at 3:04am
BMan1113VR
Offline
Colonel
Los Angeles, California
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Posts: 9196
sounds good, and i bet you can get most of your answers somewhere on the forum
as for a problem you might see are the custom gauges, unless you know C++ i suggest you get in contact with a gauge specialist
as for custom fx, you can mix and match current ones, or even create your own, not quite as hard as gauges
please let me know if you need help with anything
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
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Reply #51 -
Jan 20
th
, 2004 at 11:27pm
PSW
Offline
Colonel
Project SkyWorks - Just
Plane Better !
Canada
Gender:
Posts: 203
Hey Katahu,
That Porsche is looking Xcellent. Keep it up !
James
[size=2]&&
James Jaw
&&President & Founder&&Project SkyWorks&&
&&&&
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Reply #52 -
Jan 21
st
, 2004 at 12:40am
Katahu
Offline
Colonel
Gender:
Posts: 6920
Quote:
sounds good, and i bet you can get most of your answers somewhere on the forum
as for a problem you might see are the custom gauges, unless you know C++ i suggest you get in contact with a gauge specialist
as for custom fx, you can mix and match current ones, or even create your own, not quite as hard as gauges
please let me know if you need help with anything
Can you provide a link that can show me where I can find the SDK's for the FX files?
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Reply #53 -
Jan 21
st
, 2004 at 4:11pm
BMan1113VR
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Colonel
Los Angeles, California
Gender:
Posts: 9196
http://www.microsoft.com/games/flightsimulator/fs2002_downloads_sdk.asp#speciale...
it is for fs2k2, but same concept
Sincerely,&&Me&&
&&SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2)&&SimV NFL 2005-2006 Season Pool Co-Champion (163-93)&&SimV NFL 2004-2005 Season Pool Champion (166-90) &&
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Reply #54 -
Jan 22
nd
, 2004 at 7:07am
Mike Thurman
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Colonel
Mmm, forbidden donut!!
Umm, underwater
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wow!!! Awsome Car Jessy!!!!!! I assume that you made it with spline moddeling techniques
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Reply #55 -
Jan 22
nd
, 2004 at 11:21am
Katahu
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Colonel
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The Spline is the only tool that allows me to make those curves. Try making those out of a box.
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Reply #56 -
Jan 22
nd
, 2004 at 7:54pm
Katahu
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Colonel
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Posts: 6920
Latest Updates:
It took me some time to figure out how to model such a spoiler by using a primitive box. I finally got it. I set the iterations at 2 for good effect. But if you like, I can reduce the iterations so that it can be a little more frame-rate friendly.
I have also carefully made the inner parts of the door.
All this work with a primitive 3-view image and a load of photos.
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Reply #57 -
Jan 23
rd
, 2004 at 9:41am
Katahu
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Colonel
Gender:
Posts: 6920
All that's needed now are the tires and soon I'll start on the aircraft.cfg and *.air files.
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