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Combined control surfaces (Read 647 times)
Jul 21
st
, 2004 at 11:16am
ajver
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Colonel
I love YaBB 1G - SP1!
Posts: 224
I am building an A-10A Thunderbolt II but have a problem with the combined aileron/air brakes. Can somebody please provide me with instructions to achieve this. Thank you
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Reply #1 -
Jul 21
st
, 2004 at 11:26am
FSEdge
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Texas
Posts: 203
Send me an email and I'll send you a source file with an aileron/air brakes set I did for a project a while back. I detail what I did in the return.
FSEdge
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Reply #2 -
Jul 21
st
, 2004 at 2:54pm
ajver
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Thanks FSEdge. I suppose I could have done that if I had your e-mail address.
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Reply #3 -
Jul 21
st
, 2004 at 3:45pm
Felix/FFDS
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Quote:
Thanks FSEdge. I suppose I could have done that if I had your e-mail address.
FSEdge's e-mail is available by clicking on the small icon on the bar to the left that looks like an envelope:
Felix/
FFDS
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Reply #4 -
Jul 21
st
, 2004 at 6:38pm
FSEdge
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Texas
Posts: 203
Quote:
Thanks FSEdge. I suppose I could have done that if I had your e-mail address.
The reason I didn't post my email address publicly is to keep email bots from finding it. Sorry if that upset you.
The first image shows the aileron/speed break in it's closed position on a variable geometry wing.
The aileron itself is simply a cylinder named per FS naming conventions for left aileron.
The outer surfaces of the speed breaks were cut from the wing and cloned thus allowing for the removal of the wing’s original polygons in the area of the new speed break surfaces. I chose to use FS naming conventions l_spoiler00 and l_spoiler01 with key frames to drive their animation. Both speed break surfaces have been linked to l_aileron.
The speed break inner surfaces are clones of the outer surfaces flipped and linked back to the upper and lower speed break surfaces.
The last image simply shows the Parent/Child relationship of how all the parts are linked to each other.
If you find you would like the source file. I will leave it up to you to figure out
this forums email system.
FSEdge
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Reply #5 -
Jul 22
nd
, 2004 at 2:45am
ajver
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Thanks again FSEdge. Iget the impression that you are working with GMax. I should have mentioned that I am using FSDS V2.
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Reply #6 -
Jul 22
nd
, 2004 at 3:34am
FSEdge
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Your impression would be correct about the work being done in Gmax. Surely, FSDS would have the same ability for this kind of job too?
FSEdge
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Reply #7 -
Jul 22
nd
, 2004 at 4:54am
ajver
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You are right FSEdge. FSDS does have the same ability, but I am uncertain about which part must be the parent of which other part.
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Reply #8 -
Jul 22
nd
, 2004 at 6:44am
Felix/FFDS
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The part names and hierarchies are the same. FS key frame animations are workable tags are dictated by the simulation and not the modelling program.
Felix/
FFDS
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Reply #9 -
Jul 23
rd
, 2004 at 9:56pm
Travis
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Cannot find REALITY.SYS.
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Nice fighter, FsEdge! That (if I'm not mistaken) is the aircraft from the Skyfox game from Nintendo. Pretty cool . . . 8)
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Reply #10 -
Jul 24
th
, 2004 at 1:19am
FSEdge
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Texas
Posts: 203
Quote:
That (if I'm not mistaken) is the aircraft from the Skyfox game from Nintendo.
You would be correct Ender. Thanks for the comment. I didn’t know this was such a recognizable model. I've never bought into console games so I guess I missed out on this one. Apparently a fox flew this ship in the game?
I was contacted earlier this year and asked to build and map it. Others were supposed to build the flight dynamics and do the texture set. None of that has yet to materialize to my dismay.
Any way my part is complete and waiting on others to do their jobs now.
If you like you can find out more
here
FSEdge
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Reply #11 -
Jul 24
th
, 2004 at 4:55am
Travis
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Cannot find REALITY.SYS.
Universe halted.
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It looks like an extremely complicated texturing project, as the multiple pieces each would need a separate texture. Maybe if I had a little more time on my hands . . . [sigh]
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Reply #12 -
Jul 24
th
, 2004 at 3:15pm
FSEdge
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Texas
Posts: 203
Quote:
It looks like an extremely complicated texturing project, as the multiple pieces each would need a separate texture.
No, there is only need for one texture. The way I use UVW modifiers allows me to cram just about everything into one *.bmp and I still have a ton of room left if it's ever needed.
FSEdge
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Reply #13 -
Jul 24
th
, 2004 at 7:47pm
Felix/FFDS
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FSEdge - Excellent piece of texturing, and one more reason why your texturing tutorials should be on a gmaxer's "must read"
As an aside, if a quick MDL/FS model is compiled with the assigned texture, this would be a good model to texture with FS Repaint, where you can see the 3D rendered model and your changes as you make them (with the default editor)
Felix/
FFDS
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Reply #14 -
Jul 25
th
, 2004 at 1:34pm
FSEdge
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Colonel
Texas
Posts: 203
Hi Felix,
Where can I find this FS Repaint? I haven't seen it before. Is it a rendering package for MDL files, and does it offer painting abilities like PS or PSP?
FSEdge
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