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› Project Chevy: Part IV
(Moderators: Mitch., Fly2e, ozzy72, beaky, Clipper, JBaymore, Bob70, BigTruck)
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Project Chevy: Part IV (Read 286 times)
Oct 1
st
, 2005 at 6:48pm
Katahu
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Posts: 6920
I'm starting the texture sets. As you can see, I am already making the silver paint scheme for the Chevy. This is for those who would prefer a more regular looking design for casual driving. I have also added in a bright alpha for chrome effect on the rims.
Textures of the silver scheme still need some work, though. I am also thinking of making a paint scheme for racing.
The model will include [just like the F-16] a full interior model so that you can take any nice screenshots for the upcoming contests [if the contests allow for such an addon].
I found a neat trick where you can make doughnuts with the Chevy.
Such information will be posted in the "How-To-Drive" file of the Full Release.
I'm also starting on my own 2D panel. However, I still need someone to make the needed gauges for me. If nobody helps on the gauges, then the gauges will be similar to that of the Ferrari.
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Reply #1 -
Oct 2
nd
, 2005 at 6:58am
Woozy King
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Forza Lazio!!
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Looks 'effing good Jesse 8) 8)
&&
SS Lazio Website
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Reply #2 -
Oct 6
th
, 2005 at 10:39pm
Katahu
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Ok, I have reached a point of development where I start asking questions.
I am trying to animate the headlights so that they open and close as the lights are turned on and off. Which name tag and key frames are used for such an animation?
I tried using the latest version of Tagtool 1.0.2, but the light tags don't seem to have any effect. I also reset the scales and everything [no errors occured during the export process].
In other words, the whole model is completely A-ok except for the headlights. How do I get them to move in relation to the lights?
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Reply #3 -
Oct 10
th
, 2005 at 2:26pm
The Avro Arrow
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new brunswick canada
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Exellent better then i can make.
But something doenst look right in the front or is it just the view?
&&Silent after the speed of sound
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Reply #4 -
Oct 10
th
, 2005 at 3:25pm
Tweek
Ex Member
I've started taking a liking to cars in Flight Sim, though I don't like their tendancy to uncontrollably bounce at around 40kias+ on rough ground!
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Reply #5 -
Oct 10
th
, 2005 at 3:39pm
Katahu
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The front of the car doesn't have the grill textures applied. Don't worry, I fixed that already. I have also made a simple racing texture as well. For a car like this, I went with the number concept instead of the stripes.
I'm working on the sounds right now.
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Reply #6 -
Oct 13
th
, 2005 at 10:35pm
Katahu
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I found this out by accident. It's a trick I managed to pull while testing the visual model in FS.
I was messing around with the throttle and prop-pitch controls in FS.
It just suddenly happened. I accidentally managed to make the car hop to one side as if it had hydros.
Instructions will be on the final release because this accident occured after I fixed some of the quirks of the dynamics.
Who duh thunk it?
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Reply #7 -
Oct 17
th
, 2005 at 10:25pm
supersabre79
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"Spatium Superanus Palatinus"
VENEZUELA
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Quote:
I am trying to animate the headlights so that they open and close as the lights are turned on and off. Which name tag and key frames are used for such an animation?
maybe is late , but did you solved lights ?
i think "Landing_Light" (from the Vega model) Key 0 = Up, Key 100 = Down" will be suitable for that
CLAUDIO SANCHEZ / HANGARCEROUNO
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Reply #8 -
Oct 17
th
, 2005 at 10:58pm
Katahu
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You're right, you're a bit late.
I decided to link the retractable headlights to the spoilers. The lights still turn on in a normal fashion along with the light textures. Looks nice with the light textures. I'll post a shot soon enough.
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Reply #9 -
Oct 18
th
, 2005 at 8:24am
supersabre79
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"Spatium Superanus Palatinus"
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ohh sorrry for being late hehehe, i proposed landing_light cause i think ill make dissapear the lightflash when lights retracted so you won't see lightflashing (when visibility near 0) pointing to yourself when light retracteds and still turned on w other lights, and you can still use the oirginal spoilers for other animations, but your solution seems nice
nice corvette also
have you think about a pro stock version?
*dreaming about a corvete with two j85 engines on board too
CLAUDIO SANCHEZ / HANGARCEROUNO
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Reply #10 -
Oct 18
th
, 2005 at 6:05pm
Katahu
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Textures sets that are available:
1. Limited Edition 62nd Anniversary Indy 500 Pace Car
2. Limited Edition Silver Corvette
3. Fictional paint for the racing textures [numbers instead instead of stripes]
There are blue and red versions in the real world as well. I'm working on those.
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Reply #11 -
Oct 18
th
, 2005 at 10:48pm
Katahu
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Update:
I'm learning how to use the wrap-around method when applying the textures for the driver's head. Also, note the mirrors have been added.
Headlights have been added pop in and out with the spoiler command.
Light textures applied for both the headlight and tail lights.
Some eye candy as well as the fresh carpet. The carpet still needs tweaking, but it's getting there.
A little more eye candy.
This model has been tested with the following FS setup:
Aircraft realism: Hard - with all the difficulty sliders set to the max
FS 9.1 Update - I'm not sure that this update has any effect on the dynamics.
Remember, FS9 in MY OWN computer is still a fresh install and I have only put a single-handful of addons in it. No serious modications [involving the fs9.cfg file and the stock modules] have ever been made.
I have tested the car [just before the complete FS reinstall] with the newly-found Sim1.dll module that effects the surface resistance of the ground. This module causes the car to nearly flip over without any action from the user while on the dirt. If you have the addon module, I advise to keep the car within the pavement [this car is not a Jeep either you know].
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