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Aero Commander 680 Super - Next

Thanks to Falcon409, we have the 2nd panel ready to go.

Just trying to get the Pegasus and FedEx livery models finalized now.

I should be able to upload the 680S series by late Friday to Saturday noon.
 

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Steph,

The 500S Shrike was done by a team member I mentored in gmax back in 2003-4 and I do not have the gmax source to it.
I have looked at it in MCX to export a 3dsmax file and convert to gmax but the conversion mesh looks really bad.
It would be easier to rebuild it with much better results in my opinion than to convert it.

So, I am not likely to convert that one.

Hi Milton,
many thanks for your swift reply!
I fully understand your point of view...
Cheers,

Stéph.
 
The final beta package for the AC680S has just been sent. Hopefully we will see some good results and get this out to you this weekend.

Containing 3 models, two panels, and 4 liveries required a lot of dancing and manipulation but we got through it faster than expected.

Thanks to falcon409 and Willy for their help, and to BendyFlyer for his testing and insights early on.

I hope you will enjoy the AC680Super; she's got lots of kick.
 
Willy, Nigel started redoing the Pegasus back in 2012 but it was not completed. I am looking for that work.

Ok. Hopefully he still has it.

Do you fine Gentlemen mean this one? :)


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Nothing fancy from my part - just a few alterations to the original textures (whose author I'm embarrased to say, escapes my fuzzy memory) :-/
All I did was some cleaning up of teh logo, some fast.n dirty shading, and a more useful alpha (which may use a tad of toning down according to taste).

Would love to see someone giving it the attention she really deserves. Now that she's going FSX native, there's bags of scope for proper details, panels, rivets, BUMPS!

I'll zip up the Photoshop files and get them over to Willy later today. :)
 

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Do you fine Gentlemen mean this one? :)


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Nothing fancy from my part - just a few alterations to the original textures (whose author I'm embarrased to say, escapes my fuzzy memory) :-/
All I did was some cleaning up of teh logo, some fast.n dirty shading, and a more useful alpha (which may use a tad of toning down according to taste).

Would love to see someone giving it the attention she really deserves. Now that she's going FSX native, there's bags of scope for proper details, panels, rivets, BUMPS!

I'll zip up the Photoshop files and get them over to Willy later today. :)

Thank you Nigel. It would have been great if you had the time to finish up André's Pegasus scheme. You had a good start on it. Willy just tweaked th e specular a bit and I did what I could with material settings. The scheme really needs a master's touch.
 
I have looked at it in MCX to export a 3dsmax file and convert to gmax but the conversion mesh looks really bad.

If you're stuck with GMax, you can basically forget about aircraft conversions with MCX. The only usable export format for further processing is .OBJ since it will at least retain the texture mapping, but the only way to get it into GMax seems to be a 3rd party importer*.

I've extracted the exterior and interior model from the FS9 .mdl file with MCX as .obj and ran them through 3ds Max. The resulting .3ds files are attached to this post. They'll hopefully import okay into GMax.

The text file contains a to-do list. I usually combine steps one to three on a per part basis, i.e. I pick a part, weld its vertices with a 0.001 m treshhold (and auto-smooth it) and then assign its FSX material. For materials that are not yet created, I have the FS9 model open alongside in ModelConverter and use the hierarchy or material editor (with highlighting enabled) to find the material name and/or its settings.
Once a part has its smoothing and material back, I name it appropriately. When all parts are named and have materials, I work on the animations, again with the help of the original model open in ModelConverter to figure out movement distance or rotation angles.
After the animations, I do all the required tagging for use in FSX and test export the model.

It's not rocket science but quite a bit of work.
To speed things up, I'd probably use the GMax scene from another Commander (500 series, I presume) as a basis and simply exchange any parts that are specific to the Shrike.
Or delete any parts that are inherited from the exterior model when working on the interior and merge them in later on.

Good luck!


P.S: To see the interior model of a FS9 .mdl file in MCX, set "gen_model" to "1" in the "Set Condition Variables" box.


*http://hce.halomaps.org/index.cfm?fid=2569
 

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If you're stuck with GMax, you can basically forget about aircraft conversions with MCX. The only usable export format for further processing is .OBJ since it will at least retain the texture mapping, but the only way to get it into GMax seems to be a 3rd party importer*.

I've extracted the exterior and interior model from the FS9 .mdl file with MCX as .obj and ran them through 3ds Max. The resulting .3ds files are attached to this post. They'll hopefully import okay into GMax.

The text file contains a to-do list. I usually combine steps one to three on a per part basis, i.e. I pick a part, weld its vertices with a 0.001 m treshhold (and auto-smooth it) and then assign its FSX material. For materials that are not yet created, I have the FS9 model open alongside in ModelConverter and use the hierarchy or material editor (with highlighting enabled) to find the material name and/or its settings.
Once a part has its smoothing and material back, I name it appropriately. When all parts are named and have materials, I work on the animations, again with the help of the original model open in ModelConverter to figure out movement distance or rotation angles.
After the animations, I do all the required tagging for use in FSX and test export the model.

It's not rocket science but quite a bit of work.
To speed things up, I'd probably use the GMax scene from another Commander (500 series, I presume) as a basis and simply exchange any parts that are specific to the Shrike.
Or delete any parts that are inherited from the exterior model when working on the interior and merge them in later on.

Good luck!


P.S: To see the interior model of a FS9 .mdl file in MCX, set "gen_model" to "1" in the "Set Condition Variables" box.


*http://hce.halomaps.org/index.cfm?fid=2569

Thanks Bjoern. I imported your file to gmax. It looks much better than the 3ds file I exported from MCX and imported to gmax.

I'll go thru it to see if it has potential.

I appreciate your efforts and insight.
 
Thanks Bjoern. I imported your file to gmax. It looks much better than the 3ds file I exported from MCX and imported to gmax.

I'll go thru it to see if it has potential.

I appreciate your efforts and insight.

It's always an honor to help a Flight Simulator legend out!


The biggest challenge might be finding your way around ModelConverter and finding the parts in the hierarchy editor. Make good use of the rendering modes and switch from textured to wireframe mode when a part you're looking for is hidden behind other parts. You can also slowly tear a model down part by part in MCX. For example, start with the big parts like the fuselage and wings. Get them ready in GMax in terms of welded vertices, material and part name and once done, find the part in MCX' hierarchy editor (you can select parts with the arrow keys and just go through the list until it is highlighted in the viewport) and delete it. By that, you can steadily work your way to the smaller parts of a model. If you got the wrong part, you can undo the last action with CTRL+Y (or Z?). Just remember that the only way to save a model's current state in MCX is to export it, in case you can't do it all in a single session. A straight export in FS9 or FSX model format will do.

If you've got questions, just ask.
 
It's always an honor to help a Flight Simulator legend out!


The biggest challenge might be finding your way around ModelConverter and finding the parts in the hierarchy editor. Make good use of the rendering modes and switch from textured to wireframe mode when a part you're looking for is hidden behind other parts. You can also slowly tear a model down part by part in MCX. For example, start with the big parts like the fuselage and wings. Get them ready in GMax in terms of welded vertices, material and part name and once done, find the part in MCX' hierarchy editor (you can select parts with the arrow keys and just go through the list until it is highlighted in the viewport) and delete it. By that, you can steadily work your way to the smaller parts of a model. If you got the wrong part, you can undo the last action with CTRL+Y (or Z?). Just remember that the only way to save a model's current state in MCX is to export it, in case you can't do it all in a single session. A straight export in FS9 or FSX model format will do.

If you've got questions, just ask.

Thanks Bjoern. Actually I am well on my way, welding, smoothing, renaming, creating FSX materials, and creating the hierarchies. Major parts are now done and moving to minor ones. Since this model used a lot of my AC500 parts, names, and materials, I am well familiar with how its put together and animated. Should have it done on a couple days. But it all started with your export to 3ds because mine was not as fruitful. Thank you very much. :)
 

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Downloaded. Installed. And getting ready for my first flight. Potential screenshot to follow. Tired of the never ending rain around here, so planning a Florida hop...
 
Downloaded. Installed. And getting ready for my first flight. Potential screenshot to follow. Tired of the never ending rain around here, so planning a Florida hop...

So CC, did you get lost in a thunderstorm? :) Where's that screen shot? :wiggle:
 
Thanks to everyone for another fine aircraft and in my case one that works well in Prepar3D. I have a couple of questions The first about the position light switch. In Prepar3D - latest version - the position light switch will toggle to on but immediately reverts back to off as if it were a momentary spring loaded switch. Not sure if this is a Prepar3D glitch or something else. The second question is about doors. In the FedEx version is there a single door or more than one? So far I can only open the door leading to the cargo compartment regardless of how I use the "shift - E + 1 , 2, 3 or 4. Any suggestions or advice appreciated.
Warren (aspen31)
 
Thanks to everyone for another fine aircraft and in my case one that works well in Prepar3D. I have a couple of questions The first about the position light switch. In Prepar3D - latest version - the position light switch will toggle to on but immediately reverts back to off as if it were a momentary spring loaded switch. Not sure if this is a Prepar3D glitch or something else. The second question is about doors. In the FedEx version is there a single door or more than one? So far I can only open the door leading to the cargo compartment regardless of how I use the "shift - E + 1 , 2, 3 or 4. Any suggestions or advice appreciated.
Warren (aspen31)

For the Aero Commander series, do not use the "L" key for lights; use the switches in the VC, or in the 2D panel overhead, but not both VC/2D as you will get gauge conflicts.
This happens if you use the Flashing option instead of "Steady". I just avoid the Flashing option for the Nav lights. Usually the POS switch has that behavior after using the 2D panel then going to the VC.

In the 520, 560, and 680 series, there was a mesh or mapping issue that I could not easily resolve with the cargo hold. So, I deleted the cargo hold area and just did not animate the small cargo door. That little issue cost me two days progress so I had no qualms about deleting the rascal. :)

Only the passenger cabin door is animated.
 
Hi Milton
Thanks very much. Incidentally this airplane performs very well in Prepar3D. In fact your machines form the backbone of the airplanes I use in this simulation. Thanks for the great work.
Warren
 
Hi Milton
Thanks very much. Incidentally this airplane performs very well in Prepar3D. In fact your machines form the backbone of the airplanes I use in this simulation. Thanks for the great work.
Warren

Hi Warren,

Wow! That's great to hear. Thank you for sharing that info.

Hope to have the Shrike out by Saturday, otherwise it will have to wait until I return from a week on vacation to the Ozark mountains, Branson, MO.
 
In the 520, 560, and 680 series, there was a mesh or mapping issue that I could not easily resolve with the cargo hold. So, I deleted the cargo hold area and just did not animate the small cargo door. That little issue cost me two days progress so I had no qualms about deleting the rascal. :)

You should've posted about it on FSDev. Shame to lose features for mere mesh errors.
 
You should've posted about it on FSDev. Shame to lose features for mere mesh errors.

It wasn't worth chasing IMO. It was blowing off gmax each time I tried to address it. Tried deleting the material, remapping, recreating the material. Always ended with the same result.
 
It wasn't worth chasing IMO. It was blowing off gmax each time I tried to address it. Tried deleting the material, remapping, recreating the material. Always ended with the same result.

Hm. I think I ran into that kind of problem before and the only thing that worked was recreating the part from scratch.
 
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