View Full Version : Ready when KE is.
Smoke
05-26-2005, 02:15 PM
I mentioned in the post about importing your own planes that I had recently made a Zlin 50 and would love to import it. Well here it is after editing the template and model to get it below 11,000 polygons. It's actually 5,506 polygons now for the whole thing so I'm pretty happy with the outcome.
Although it still needs an engine and exhaust, she's ready to be imported when KE finishes the import utility.
I'm not trying to rush KE because I know a quality product takes time to complete (or addon/utility in this case), I just thought I'd show it in here and see what you all thought about it. Personally, I'm really looking forward to flying it. :)
And hopefully I'll get the time to make more models soon.
Click here for a preview. (http://www.smokingrafix.com/imgs/zlinlowpoly.jpg)
Rick Delten
05-26-2005, 02:23 PM
That looks terrific :eek:
What program did you use to model it and wont all your materials have to be re-mapped when the utility gets released?
Smoke
05-26-2005, 09:29 PM
Thanks Rick. :)
I used 3D Studio Max 7 to do the model, and Photoshop for the paint.
And I sure hope I don't lose the mapping when importing. I don't see why it would though. But if it does, she ain't gonna have panel lines/rivets again. lol
It'd be nice if the sim handled bump mapping though. :D
Render with bump map enabled (http://www.smokingrafix.com/imgs/zlin50redbull.jpg)
Progneto
05-27-2005, 12:24 AM
Man, that is nice. I know there is gonna be a huge learning curve for me. I really should get started on the tutorials now but I really think we will be waiting longer than most people think for KE to give us the filter. I hope I'm wrong.
Just too much going on in my life right now to take on a new computer program.
Again,,,beautiful job!
Progneto
Breakstuff5050
05-27-2005, 06:18 PM
I hate learning new programs, why couldnt we have a free version of auto CAD or mechinical desktop, those are very easy programs to use, will we beable to filter CAD files?
Joe Teibel
05-29-2005, 12:45 AM
There is no reason texture mapping would be lost on import. The import process is simply going to put files in the right place and run some error checking but will not affect data any more than necessary. The import process we are building is really just a user interface for what we have been doing internally for a long time which is good news for users because the basic process is tried and tested - you use the results in our stock aircraft.
Joe Teibel
05-29-2005, 12:49 AM
I hate learning new programs, why couldnt we have a free version of auto CAD or mechinical desktop, those are very easy programs to use, will we beable to filter CAD files?
We do not have plans to support CAD files. I would have to look into it to be sure but I don't believe a CAD file or software would support the technology necessary to build a game-ready model.
Rick Delten
05-29-2005, 01:19 AM
I actually model stuff (3D) in AutoCAD all the time and those models can be imported into 3D Studio Max.
Joe Teibel
05-31-2005, 12:42 PM
Great, then we will indirectly be supporting CAD.
Smoke
06-23-2005, 08:11 AM
Bringing another post back from the dead. :rolleyes:
Just for fun, here's an additional paint scheme for the Zlin 50.
Click to view. (http://www.smokingrafix.com/imgs/SGZlin50.jpg)
Rick Delten
06-23-2005, 10:52 AM
That scheme is ridiculous and I mean that in the 'American Chopper' sort of way ;) Best one I've seen yet!
Willamette
06-23-2005, 03:31 PM
Awesome scheme Smoke!
Could you post a full size version (approx 1280X1024) of your current avatar? Would love to wallpaper it on my PC!
Breakstuff5050
06-23-2005, 09:42 PM
wow! :eek:
I cant figure gmax out for nothing!
I have another question about importing our models, will the physic model wireframe beable to wrap around the visual model? Do yall know what i am talking about? Because there is a unique wireframe for every model, look at the yak wireframe fuse vs the p-51, the shapes are different and cannot be changed. If yall havent thought about that then it might be a good idea to do, then all we have to do when creating the physics part is add engine and stuff, catch my drift?
Smoke
06-24-2005, 05:22 AM
Rick, you should see some of my fictional Nascar paint schemes if you like that one. ;)
Here's an example (http://www.smokingrafix.com/imgs/SGTeamWhite.jpg). Although it's a tad more wild than the paint on the Zlin. :D
And another one here (http://www.smokingrafix.com/imgs/occ.jpg).
I'd love to paint a few of the planes we have currently, but I'd need a template (not just a flat TGA file) and likely a 3DS or X model to line stuff up. I asked one of the admins about it but haven't gotten a response. Maybe one of them will see this. :cool:
William, check your private messages. I sent you a link to download a PNG version.
Breakstuff, yea I thought about that. But I think I'll wait till it's all ready. It should only take a few minutes to make that wireframe deal.
Breakstuff5050
06-24-2005, 06:33 AM
Breakstuff, yea I thought about that. But I think I'll wait till it's all ready. It should only take a few minutes to make that wireframe deal.
yes, only a few minutes for a basic position, but i think each model would fly more unique if we could get the wireframe to shape up like the visual model, and it would be less work and probably better quality of physics. I'm just worried we have to use yak physics on an extra or edge.
Omita
10-17-2005, 02:17 PM
Thanks Rick. :)
I sure hope I don't lose the mapping when importing. I don't see why it would though. But if it does, she ain't gonna have panel lines/rivets again. lol
It'd be nice if the sim handled bump mapping though. :D
Top notch... that looks amazing. Very nicely done.
I am not sure if KE now supports Bump Mapping on planes... but you can always bake the lighting. My guess is they don't... becaue Hardware shading and lighting take a pretty mean hit on videocards.
-Hays
Omita
10-17-2005, 02:30 PM
I cant figure gmax out for nothing!
I have another question about importing our models, will the physic model wire frame be able to wrap around the visual model?
3D modeling can be very hard. Smoke, and Nemo are very talented individuals. Their work is top notch. Don't be frustrated by their work, I am sure they have lots of practice. :D It's like making a plane out of balsa, you get good over time.
As far as the Physics go, I think they are generated from the visual mesh. When I added the Add-on 1-5 to G3 I think there was a little status bar the said it was generating the physics mesh... so I am assuming that when we add new art it will make the physics mesh based off of the visual geometry. Using 10,000 poly mesh for physics would be crazy slow. In the airplane editor you can see the physics mesh based off of the visual art.
vitek
10-18-2005, 12:02 AM
I think they are generated from the visual mesh.
No. The physics 'mesh' that you are referring to is not generated by the software. Someone has to actually go into the airplane editor and add physics components [wings, fuselages, wheels, rotors] and align them with the visual mesh.
It would be nice for the software to be smart enough to look at a model and decide what is a wheel and what is a wing, but it's just not there.
When I added the Add-on 1-5 to G3 I think there was a little status bar the said it was generating the physics mesh...
Nope. I'm pretty sure the message you are referring to is the progress bar for building collision meshes.
Omita
10-19-2005, 10:45 AM
No. The physics 'mesh' that you are referring to is not generated by the software. Someone has to actually go into the airplane editor and add physics components [wings, fuselages, wheels, rotors] and align them with the visual mesh.
It would be nice for the software to be smart enough to look at a model and decide what is a wheel and what is a wing, but it's just not there.
Nope. I'm pretty sure the message you are referring to is the progress bar for building collision meshes.
Cool, thanks for setting me straight. I guess it would make sense that all the physics needs to be hand tweaked.
Thanks for info vitek.
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