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FS2002/FS2004 (Read 242 times)
Jan 25
th
, 2004 at 9:59am
Laggyman
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Hi,
I am curious what exactly the differences are between FS2002 models and FS2004 models.
Can FSDS2 create models for both sims without any problems?
I have FS2002 only at this moment and I want to create aircraft for FS2004 as well. Are there any major differences I should be aware of?
Any help would be appreciated.
Thanks.
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Reply #1 -
Jan 25
th
, 2004 at 4:11pm
Felix/FFDS
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AT THIS TIME
You really only create FS2002 MDL files, as MS has neither released information about FS2004 specific changes nor a new makemdl.exe for gmaxers.
Noted changes appear to be in the way FS2004 handles reflections (you may have to increase/decrease alpha and material specular powers, etc), and in the aircraft.cfg file (more weight stations, etc).
You can produce FS2002/FS2004 animated models using the built in key frame and default animation tags.
Felix/
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Reply #2 -
Jan 25
th
, 2004 at 9:32pm
Laggyman
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Thank you for the reply.
Is the built-in keyframe animator for FSDS much like how you would do it in Gmax? I haven't gotten FSDS2 yet, all prior experience being with FSDS1 and I am worried if it's got all the problems Gmax has... (Lot's of floating objs... Probably my own fault thought
) Animating in Gmax was easy but also a pain in the a## at times....
Do you think I would miss using SDL Macros?
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Reply #3 -
Jan 25
th
, 2004 at 10:19pm
Felix/FFDS
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*I* find key frame animations in FSDS2 easier. The disadvantage is that you don't have the "film" so that you can see the smooth animation. You jump key frame to keyframe.
I can't comment on floating objects - I create my own.
One *personal opinion* that I find in FSDS2 is that to create sub-models, such as a virtual cockpit, you don't have to "group" the various parts, so that you then have a massive jumble (yes you can hide by groups, etc.) I like that you can add a model - say an inactive model - make a sub-assembly, and then copy/paste to your main model.
I don't think you'll miss SDL macros - FSDS2 has an increased SDL macro capability, and it can handle conditional visibility better.
Of course, FSDS2 has a lav_dump_valve, and gmax doesn't.
Felix/
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Jan 26
th
, 2004 at 4:54am
Laggyman
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Sounds good to me.
By saying it jumps from key to key, do you mean I can still see it "move" like a GIF animation inside FSDS without actually exporting?
Thank you for your help. I'm going to try it out and see if I can get the hang of it.
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Jan 26
th
, 2004 at 5:23am
SilverFox441
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In FSDS 2 you don't see motion, what you see is the position of the parts at each set keyframe.
For example: If your canopy is closed at keyframe 0 and open at 100 you will see it closed until you reach 100 and then it will be fully open. You don't see the steps in between.
Steve
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Reply #6 -
Jan 26
th
, 2004 at 6:59am
Laggyman
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Ok. I understand now.
Thanks a lot for all your help.
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Reply #7 -
Jan 26
th
, 2004 at 8:17am
Felix/FFDS
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Quote:
Ok. I understand now.
Thanks a lot for all your help.
To expand on SF's answer:
Your analogy to the gif animation is correct - the gif animations are made up of a series of individual cells. The more cells you have within a given time period, the "smoother" the visible animation.
It's the same way in FSDS. If you have the beginning and ending fey frames (cells) set, you just see the first and last positions, so it "jumps".
(PS. Thanks for providing me the analogy - for a wannabe pen and paper animator like me, you have just made me really conceptualize key framing.)
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Jan 27
th
, 2004 at 5:31am
Laggyman
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That's really easy to understand
Oh here is another question. It's been a while since I last modeled using FSDS, and I'm wondering how many polygons a model is using these days. Say I want to make a model that can be easily flown under the recommended specs of FS2004.
Thank you.
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Reply #9 -
Jan 27
th
, 2004 at 7:00am
Felix/FFDS
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That's really easy to understand
Oh here is another question. It's been a while since I last modeled using FSDS, and I'm wondering how many polygons a model is using these days. Say I want to make a model that can be easily flown under the recommended specs of FS2004.
Thank you.
Don't worry about it - unless you want to start modelling each visible rivet separately.
Try to budget to a max of 50,000 polygons - including virtual cockpit, etc., but your main frame robbers tend to be high end textures...
Felix/
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Reply #10 -
Jan 27
th
, 2004 at 9:21am
Laggyman
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50000... Mmmm that sounds more than enough LOL
Thanks a lot for your help!
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