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ShaneG's adventures in Gmax (Read 4640 times)
Reply #45 - Jul 9th, 2009 at 2:28pm

Travis   Offline
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I've personally never liked the "box" method.  I always take the time to use create and use backgrounds.  This is simply because I tend to model in wireframe mode, which negates the box method.  If I can't see the box while modeling, it's pretty much useless.
 

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Reply #46 - Jul 9th, 2009 at 3:32pm

ShaneG   Offline
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This stuff is gloriously maddening. Grin Wink

I follow the directions, and mess up a little each time, but find out why, and succeed and move on to the next step in the directions.

 Cool


 
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Reply #47 - Jul 9th, 2009 at 6:03pm

ShaneG   Offline
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Ok, I've got making the box down, I think... Cheesy Wink


My problem is getting the views to line up right, I know I have them cropped & pointing in the correct directions, but the size is off.

Is there a starting point for pixel size, or is there a formula for finding the proper pixel/meter ratio?


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« Last Edit: Jun 14th, 2010 at 9:18am by ShaneG »  
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Reply #48 - Jul 9th, 2009 at 6:38pm

Brett_Henderson   Offline
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It looks like the bitmaps are a different X/Y ratio than the boxes..

What is the box size.. ansd what are the dimensions of the bitmap ?
 
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Reply #49 - Jul 9th, 2009 at 6:41pm

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Ahh  ..looks like you're using a UVW..  That's not needed here.. that's the point in making the boxes and bitmaps the same ratio..
 
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Reply #50 - Jul 9th, 2009 at 6:55pm

ShaneG   Offline
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Brett_Henderson wrote on Jul 9th, 2009 at 6:41pm:
Ahh  ..looks like you're using a UVW..  That's not needed here.. that's the point in making the boxes and bitmaps the same ratio..



I've just found a nicer 4-view set that includes a much needed bottom view, here: http://www.the-blueprints.com/blueprints/
So I need to start over now. Wink


I've followed Milton's Calibration Box tutorial to the letter a few times, and always wound up with the same result. I didn't see where he mentions that the jpgs had to be any certain size to fit or work. I just cropped all the pics as he said to, and made certain they all lined up with each other using PSP.





Is there one of these: http://www.flightsimonline.com/tutorials/calbox/index.htm

For the method you are describing?
 
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Reply #51 - Jul 9th, 2009 at 7:22pm

Brett_Henderson   Offline
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If I read someone else's tutorial.. I'll just get confused   Cheesy

I just know how I do it... if my methods conflict, just ignore me..lol

The theory is pretty simple.. if the cropped and aligned BITMAP is say 783 X 342..  the box needs to be 78.3 X 34.2 (or 7.83 X 3.42).. You get the idea.

If that's the case, simply appying it to the part makes it fit perfectly  Cool  ... you might have to rotate it in the image software, etc.

You can use a UVW if you like just leave the 'Gizmo' alone..  adjust ony the axes of application.

Keep fiddling.. it will make sense.  Smiley
 
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Reply #52 - Jul 9th, 2009 at 7:36pm

ShaneG   Offline
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Brett_Henderson wrote on Jul 9th, 2009 at 7:22pm:
The theory is pretty simple.. if the cropped and aligned BITMAP is say 783 X 342..  the box needs to be 78.3 X 34.2 (or 7.83 X 3.42).. You get the idea.



That's what I was after!  Smiley



Brett_Henderson wrote on Jul 9th, 2009 at 7:22pm:
Keep fiddling.. it will make sense.  Smiley



A little more each time.  Thanks for the help.  Smiley
 
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Reply #53 - Jul 10th, 2009 at 1:07pm

ShaneG   Offline
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Thank you sirs!   Smiley




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« Last Edit: Jul 10th, 2009 at 2:54pm by ShaneG »  
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Reply #54 - Jul 11th, 2009 at 7:06am

Alrot.   Ex Member
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There's still time Shane....Let me put it this way


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If you take the Blue Pill ,you will forget the whole thing about Gmax, and will continue playing FSX/FS9, feeling you are flying in real life ,using the game as if it were true


If you take the red pill you'll get pregnant and no buddy will ever see you nice again and will look a creepy pregnant man

Ops sorry
If you take the red Pill, you will get inside the whole MSFS world Knowing how this thing works; DDS Bitmaps ,Polygon ,Vertex and you are not longer In Kansas anymore Dorothy. YOU WILL LOOSE ALL THE FANTASY OF THE GAME AND WILL SEE IT DIFFERENTLY!  

Remember I'm just offering you the truth........OK, welcome to the real MSFS world  Tongue



Grin
 
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Reply #55 - Jul 11th, 2009 at 7:14am

ShaneG   Offline
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Grin  That's funny! Cool


I am in it for good. Wink

I have to be because there is NO F-16XL for MSFS, so, I have to make one if I want it. Wink


Also, there is NO FREEWARE TRUE FSX F-16 , and A LOT of people want one, so when I'm done, and I do it right, I should only have to change the wings of the XL model to have a regular F-16. Wink

This way, I get the plane I've always wanted, and the community gets a Native FSX F-16. (apparently no one else likes the F-16XL model, or it would have been made by now.  Cry )


I imagine the VC and getting all the gauges made is going to be the worst part. Undecided  But as Sean told me,  I must "DO IT RIGHT THE FIRST TIME."  Grin Wink

 
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Reply #56 - Jul 11th, 2009 at 9:54am

ShaneG   Offline
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Starting to take some sort of familiar shape.  Grin Cool


There sure are a lot of curves on this thing. Shocked


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Reply #57 - Jul 11th, 2009 at 10:59am

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You've got the right idea going.. in that a complex fuselage will need to be done in pieces..

The key advice I'll give here, is a little early.. because you'll find out that you're on versio 1 of what will likely be several hundred versions and pieces..  Shocked

ANYway.. when you get to where you know you're not grasping at straws.. you'll want to work in "halves"..  as in right or left side. Trying to get subtle angles and curves by individual vertice manipulation is easier.. especially around cockpits and windows, when you only have to worry about half of it..

THEN you can copy that half.. "mirror" it and attache it.. vertice welding and what-not..  Cool

 
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Reply #58 - Jul 11th, 2009 at 11:06am

Brett_Henderson   Offline
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OH !  And though there is an upside to regularly compiling the model.. (it will help you catch things like co-located vertices).. Gmax is funny.. and will throw a compilation error at you now and then.. possibly destroying a lot of work..  not to mention that this is time-consuming enough.. regular compilations and runnings in FSX will turn a year-long project into a TWO year long project..  Wink
 
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Reply #59 - Jul 11th, 2009 at 11:07am

ShaneG   Offline
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Brett_Henderson wrote on Jul 11th, 2009 at 10:59am:
You've got the right idea going.. in that a complex fuselage will need to be done in pieces..

The key advice I'll give here, is a little early.. because you'll find out that you're on versio 1 of what will likely be several hundred versions and pieces..  Shocked

ANYway.. when you get to where you know you're not grasping at straws.. you'll want to work in "halves"..  as in right or left side. Trying to get subtle angles and curves by individual vertice manipulation is easier.. especially around cockpits and windows, when you only have to worry about half of it..

THEN you can copy that half.. "mirror" it and attache it.. vertice welding and what-not..  Cool




This is version 5!  Grin  I have a master 3-view copy that I start over with each time. Getting closer each time.

I was going to ask about working in halfs.  Becuase the nose and cockpit area of this thing has required considerable vertex manipulation, and I can't seem to make both sides match (hence, why I'm only showing you one side.  Grin Wink )
 
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