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› FSDS3 ?'s
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FSDS3 ?'s (Read 200 times)
Jan 26
th
, 2006 at 7:09pm
Phantom5000
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Phantoms Phorever
Illinois
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Posts: 346
Hi, i just recently purchased FSDS3 cause i about ran out of things to repaint lol. Im currently working on a P-61 Black Widow since there isnt a nice P-61 out there. Ive gotten pretty far on it but now im at a stand still. The questions i have since im sure some of you knowledgeable people
1) As you can see in the pics below, my pieces are not bonded together so you can see where the pieces are at, how cna i combine all these so the whole model looks smooth?
2) FSDS3 says it has unlimited undo/redo which i cant do, how may i acheive this cause i mess up a lot right now
3) Also, when i get it completed, how do i put panels and textures onto the model?
Once i can figure these ?'s all out i will be producing a lot of types of models of airplanes i like.
Heres some of the pics of my work:
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Jan 26
th
, 2006 at 10:00pm
Felix/FFDS
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FINALLY an official Granddad!
Orlando, FL
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1st of all, congratulations.... a P-61 is still a bit much for me to handle.
Quote:
1) As you can see in the pics below, my pieces are not bonded together so you can see where the pieces are at, how cna i combine all these so the whole model looks smooth?
In the "bare bones" gray model, yes, things don't seem to appear "smooth". Don't worry about it since even the real plane didn't look too smooth on close inspection! Once you texture the model, it will look better.
Quote:
2) FSDS3 says it has unlimited undo/redo which i cant do, how may i acheive this cause i mess up a lot right now
File->Preferences
and make sure "unlimited undo" is clicked. (Forget about the "Enable Pre-Processes" click - it's for scenery and I was testing stuff during beta.)
Quote:
3) Also, when i get it completed, how do i put panels and textures onto the model?
First you might as well shave your head now, to avoid the agony of tearing your hair off.... Actually, it's not that bad - too much. FSDS3's tutorials on creating a virtual cockpit are pretty good, and they also provide the texturing basics. Both subjects are too much to cover in one short posting. To make the 2D panel, though, is a completely different issue, and you may want to postpone that for the moment. Alias the model to some available panel 9such as on of the P-61 models out there, and read through the panel.cfg file. Check also the panel design forum.
Now, some comments on the model.
You DO realize that if/when you compile the model will be "backwards"??
In the TOP view, the model should be pointing UP. In your side view, the model should be pointing RIGHT.
I would have taken the three views, separated them into the individual top side and front views (but remember that whatever you put in the lower left hand panel/view is really the "back" view, (so if you were to have an asymmetric front view you'd have to flip the image). As far as the side view, you have actually the left side in the 3-view, so you'd have to flip that view, and remember that left side only stuff ...really goes on the model's " left" side.
*I* (and this is modelling preference) would have modelled the prop spinners separately from the nacelles/engine openings, if only because on radials, they're not really attached. On inline engines, typically, yes, I'd model them as part of the overall engine and split them off later....
Felix/
FFDS
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Reply #2 -
Jan 26
th
, 2006 at 10:14pm
Phantom5000
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Phantoms Phorever
Illinois
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Posts: 346
Quote:
Now, some comments on the model.
You DO realize that if/when you compile the model will be "backwards"??
In the TOP view, the model should be pointing UP. In your side view, the model should be pointing RIGHT.
I would have taken the three views, separated them into the individual top side and front views (but remember that whatever you put in the lower left hand panel/view is really the "back" view, (so if you were to have an asymmetric front view you'd have to flip the image). As far as the side view, you have actually the left side in the 3-view, so you'd have to flip that view, and remember that left side only stuff ...really goes on the model's " left" side.
*I* (and this is modelling preference) would have modelled the prop spinners separately from the nacelles/engine openings, if only because on radials, they're not really attached. On inline engines, typically, yes, I'd model them as part of the overall engine and split them off later....
Ok i got the first parts fixed, what do you mean by the nacelles/engine openings? I did make them seperatly and i can still take them apart, i think ahead of what im doing before i do so i can go back and modify the parts i need
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Reply #3 -
Jan 26
th
, 2006 at 11:19pm
Felix/FFDS
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FINALLY an official Granddad!
Orlando, FL
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Posts: 1000000627
Quote:
Ok i got the first parts fixed, what do you mean by the nacelles/engine openings? I did make them seperatly and i can still take them apart, i think ahead of what im doing before i do so i can go back and modify the parts i need
I see tha tyou made the cowlings separate from the nacelle/booms. It seems to me that the cowling and spinner form one part. All I'm saying is that on a big radial like that, I'd make the spinner and cowling separate build parts.... All in all, once you compile the model, who's going to know?
Felix/
FFDS
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Jan 27
th
, 2006 at 12:31am
Phantom5000
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Phantoms Phorever
Illinois
Gender:
Posts: 346
ONCE i complete the model is right lol, im almost finished with the whole body, but then i got to cut out windows which i dont know how to do, airlerons, wheel wells, guns and wheels,. So i still have a lot of work to do, painting wont take long because i have become very good at painting if you have seen any of my Tomcat or Hornet repaints.
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