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› ShaneG's adventures in Gmax
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ShaneG's adventures in Gmax (Read 4640 times)
Reply #45 -
Jul 9
th
, 2009 at 2:28pm
Travis
Offline
Colonel
Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
Gender:
Posts: 4515
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 9
th
, 2009 at 3:32pm
ShaneG
Offline
Colonel
I turned into a Martian!
Posts: 10000
This stuff is gloriously maddening.
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.
♪♫♪‼
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Reply #47 -
Jul 9
th
, 2009 at 6:03pm
ShaneG
Offline
Colonel
I turned into a Martian!
Posts: 10000
Ok, I've got making the box down, I think...
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?
«
Last Edit: Jun 14
th
, 2010 at 9:18am by ShaneG
»
♪♫♪‼
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Reply #48 -
Jul 9
th
, 2009 at 6:38pm
Brett_Henderson
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Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
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Posts: 3593
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 9
th
, 2009 at 6:41pm
Brett_Henderson
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Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
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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 9
th
, 2009 at 6:55pm
ShaneG
Offline
Colonel
I turned into a Martian!
Posts: 10000
Brett_Henderson wrote
on Jul 9
th
, 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.
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 9
th
, 2009 at 7:22pm
Brett_Henderson
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Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
If I read someone else's tutorial.. I'll just get confused
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
... 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.
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Reply #52 -
Jul 9
th
, 2009 at 7:36pm
ShaneG
Offline
Colonel
I turned into a Martian!
Posts: 10000
Brett_Henderson wrote
on Jul 9
th
, 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!
Brett_Henderson wrote
on Jul 9
th
, 2009 at 7:22pm:
Keep fiddling.. it will make sense.
A little more each time. Thanks for the help.
♪♫♪‼
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Reply #53 -
Jul 10
th
, 2009 at 1:07pm
ShaneG
Offline
Colonel
I turned into a Martian!
Posts: 10000
Thank you sirs!
«
Last Edit: Jul 10
th
, 2009 at 2:54pm by ShaneG
»
♪♫♪‼
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Reply #54 -
Jul 11
th
, 2009 at 7:06am
Alrot.
Ex Member
I Love Simviation.
There's still time Shane....Let me put it this way
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
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Reply #55 -
Jul 11
th
, 2009 at 7:14am
ShaneG
Offline
Colonel
I turned into a Martian!
Posts: 10000
That's funny!
I am in it for good.
I have to be because there is
NO
F-16XL for MSFS, so, I have to make one if I want it.
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.
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.
)
I imagine the VC and getting all the gauges made is going to be the worst part.
But as Sean told me,
I must
"DO IT RIGHT THE FIRST TIME."
♪♫♪‼
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Reply #56 -
Jul 11
th
, 2009 at 9:54am
ShaneG
Offline
Colonel
I turned into a Martian!
Posts: 10000
Starting to take some sort of familiar shape.
There sure are a lot of curves on this thing.
♪♫♪‼
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Reply #57 -
Jul 11
th
, 2009 at 10:59am
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
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..
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..
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Reply #58 -
Jul 11
th
, 2009 at 11:06am
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
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..
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Reply #59 -
Jul 11
th
, 2009 at 11:07am
ShaneG
Offline
Colonel
I turned into a Martian!
Posts: 10000
Brett_Henderson wrote
on Jul 11
th
, 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..
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..
This is version 5!
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.
)
♪♫♪‼
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