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Update on Project Ferrari (Read 301 times)
Jan 30th, 2005 at 9:09pm

Katahu   Offline
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This post will be updated regularly with new screenies.

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« Last Edit: Feb 6th, 2005 at 3:32pm by Katahu »  
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Reply #1 - Jan 31st, 2005 at 3:03pm

bkircher   Offline
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sweet!!!!!!!!!!!! looks really good for fs!!! rember the top speed is about 212mph!!!
 
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Reply #2 - Jan 31st, 2005 at 6:57pm

Katahu   Offline
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212 MPH??!! Shocked

I guess I'll tweak the engine specs a lot if I wanna reach that speed. Tongue

The Ferrari seems to handle the high speeds for as long as the Aircraft.cfg file indicates a desent rudder and verticle stabilizer. Don't worry, it has no effect on the car's scrape points.

Right now, the model reaches 100 knots at full throttle and can hit 40 knots in about 3 seconds. And its brakes seem to work well.

The wheel contacts have been successfully corrected and the tests went without a hitch. *knock on wood*

I am already applying the animations for the rear hood and rotating wheels. I doubt that this model will ever need suspensions in FS because a car like this is not made for the rough roads.

Over here in my area in Arkansas, I spotted a nice Camerro. The design looks perfect for making an addon. There is also a 1968 Mustang close by. This place is loaded with good cars [even though Jacksonville is in the middle of nowhere].
 
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Reply #3 - Feb 1st, 2005 at 12:36am

bkircher   Offline
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oh an i forgot to mention that the enzo can got 0-60 in 3.2sec!!! Shocked  it has like 650 horespower, v12.
 
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Reply #4 - Feb 1st, 2005 at 8:18pm

Katahu   Offline
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I was just watching the Discovery Channel. It seems that there will be a special show of all the hotrods [vintage and modern] along with many known celebrities like Jay Leno, Xzibit, and many others. The Ferrari Enzo is also included. Cheesy

This will give me a clear picture of that nice European car. Smiley

Right now, I'm getting a bit of a snag with the visual model. In FS, the VC view shows what looks like a piece of the ground protruding halfway into the cockpit. In gmax, I tried to raise the Interior model by at least several feet. But still, the anomoly is still there in the same location. It's as if the VC itself is buried halfway into the ground.

Any solution to this?
 
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Reply #5 - Feb 3rd, 2005 at 8:23pm

BMan1113VR   Offline
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top speed is 217 i think
 

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Reply #6 - Feb 3rd, 2005 at 8:25pm

BMan1113VR   Offline
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had to redo file sizes, they were WAY over, but the car looks really good so far! Wink
 

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Reply #7 - Feb 4th, 2005 at 11:15pm

Katahu   Offline
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Thanks Bman. I appreciate that. Smiley

I have recently added light effects for the headlights. I have also recently added stock-animated rotating wheels and steering along with key-frame-animated doors.

I will post screenies as soon as I can.
 
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Reply #8 - Feb 6th, 2005 at 3:34pm

Katahu   Offline
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Check the top post for the latest screenies of the Ferrari.
 
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Reply #9 - Feb 7th, 2005 at 9:05pm

BMan1113VR   Offline
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looks great, nice detail on the suspension in the engine pic
 

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 #10 - Feb 10th, 2005 at 7:27pm

Katahu   Offline
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Thanks Bman.

I have recently updated the last two pics of the project.

The fourth screenie is in Virtual-Cokpit view with the eyepoint repositioned with the "ctrl, shft, and entr" keys.

I'm still working on the vynl texture.
 
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Reply #11 - Feb 22nd, 2005 at 6:53pm

Katahu   Offline
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I finally have a 2-D panel for the Ferrari. However, the bmp image still needs tweaking to make it more better. Right now, I am using PSP 9 for all texture files and custom panels. I'll post pictures of the panel image as soon as the tweaks are done.

Since no one has stepped forward to help make custom Ferrari gauges, I decided that it's time for me to learn how to create gauges myself.

I have already created the main surface texture and the necessary Alpha channel for the car model as well. I'll post screenies of the reflective model as soon as I am done applying them.
 
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Reply #12 - Feb 24th, 2005 at 6:13pm

Katahu   Offline
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I have uploaded 2 new screenies of the Enzo Ferrari [see the 3rd and 4th image on the main post of this thread]. I will also post images of the interior [I have made recent adjustments to the interior textures].

The car finally has textured engine parts and reflective surface. However, I am still trying to get the right tone for the reflections.

Right now, I have hit a snag after applying the textures [with the alpha channel]. The surface looks normal in the day with or without lights on. However, the model's surface becomes transparent at night whenever the lights are turned on. Any solution to this weird problem?

EDIT: The texture file was professionally made to allow complex paint schemes and decals [for any repaints you make]. Each part of the visual model's surface has its own unique location of the texture file. That way, there will be no flipped textures.
 
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