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A new project, to keep things fun :)

Congratulations on such an amazing model! I see the Force is strong within you!
I have always had a passion for Star Wars and Darth Vaders Imperial Shuttle has
also been a favorite of mine for years! Maybe next?!;-) not asking for the Moon of Endor, or anything like that...;-) thanks Dean. Also, sent you a PM. Thanks again!
 
speaking the truth I did not even finish, I was at the beginning of learning in modeling, but I think of making a new one, because this would only serve to look at lonje, because when it gets too bad, I'm going to study the possibility of a new


From my point of view, and I am not an expert here, you were in the right track! That Death Star looks amazing to me. Having this one orbiting in space and having a Millenium Falcon or a Shuttle Tidyrium ;-) to fly between the " Forests of Endor" ( California Photoreal scenery would do!;-) would be a dream come true. Whatever you decide, Im sure we fans would be grateful. Best regards, rui cristina
 
There are some projects in flight sim that really benefit well from light maps... :)

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I can't wait to sit in that virtual cockpit using a VR headset ! :applause:

A side question: if I understood correctly, you have or you are modelling a good part of the interior of the aircraft, right ?
Do you think you could harden the ground inside the aircraft and the opening bridge as well ?
In P3Dv3 and v4, it would be nice to be able to climb into the aircraft and walk to the cockpit using the avatar mode.
 
I can't wait to sit in that virtual cockpit using a VR headset ! :applause:

A side question: if I understood correctly, you have or you are modelling a good part of the interior of the aircraft, right ?
Do you think you could harden the ground inside the aircraft and the opening bridge as well ?
In P3Dv3 and v4, it would be nice to be able to climb into the aircraft and walk to the cockpit using the avatar mode.


Hi Daube,

Yes, I'm modelling the interior at the moment. The walkways, boarding ramp and cockpit floor will all be assigned the "concrete" material setting which should ensure that they can be walked upon in the normal way. The inside of the Falcon will only be lightly detailed though as the model is designed for VR and thus poly / vertice counts are always on my mind. :)
 
Ah the polycount thing is a good remark indeed... :dizzy:

That being said, when we are in avatar mode, we go around the external model, not the interior (VC) one. Then you don't really need to put too much areas modeled in the VC model, then the impact on VR flight should not be too big... I hope :p
 
It's amazing how different reality is from movie props. The Falcon's interior requires numerous ramps and steps in order for it to actually match up to the external model. Quite a difference from the movie prop interiors, which portray the interior as essentially level.

A quick shot of the interior section - the larger forward area will be the seating area seen in the movies. I'm not modelling anything more than what's visible in this shot though, as I need to move on from what's been a fun little project. Some general tidying up followed by the application of textures to the interior walls and floors and that should be it. Not seen here are the gun turret assemblies etc - they're all modelled, but hidden away in this shot to make it easier for me to work on the interior :)

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Looking very nice.....
Can you tell us what animations you'll be incorporating..?


Mostly standard stuff: fully animated VC with all required switches, animated undercarriage and boarding ramp. I'm using the project to test effects creation and also sound, so probably some custom stuff there but that's it really. Han and Chewie will also be there with conditional visibility settings ( battery on / off ) in the cockpit.
 
Texturing the interior now, no "furniture" added yet and using generic Star Wars textures for the main area. You can see in the shots how the Falcon would have had "levels" were it built for real, in order to fit the external model. Will add seats, the famous holographic chess table and some other bits and bobs, then tidy up before doing all switches and controls in the main VC. Shots taken in Model Converter X for the sake of clarity.

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Some more eye-candy from recent testing. It's proving strangely difficult to get the Falcon into a scenery BGL that will allow users to walk around a "parked" version, and as I'm now short of time I will instead be sticking with the basic Falcon with interior, and some Docking Bay 94 scenery to go with it. P3D v4 users will be able to use avatar mode to walk about, but entering the Falcon's interior will only it seems be possible with Eazy Dock, slew mode or using the VC controls to move about inside. Everything's there though, including R2-D2 :)

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The thing is, in P3Dv4 when switching to avatar mode, you get the exterior model.
If you want to be able to go inside the plane, then the following requirements should be implemented:
- either you lower the "bridge" (main exit) before switching to avatar, or you make a clickable area on the exterior model to trigger it (this might be a P4Dv4 SDK feature only).
- the bridge has to be hard surface, like the elevators of the Nimitz by Javier for example
- the interior "corridor" and main room has to be modelled like you did in the VC, and be hard surface too.
- of course, when reaching the cockpit, we won't see any gauges, because that's the exterior model we're viewing at that point. But that's not a problem, at that point we can switch back from avatar to virtual cockpit mode to reach our seat. In that external model, you don't need to add so much details for the cockpit area, but you'll need the same details you added to the VC model for the rest of the interior, I guess.

I suppose it won't be possible to add to this external model as much details as you planned for your VC (holographic chess table etc...), but I don't know. That being said, your model is just looking awesome. You really exceeded my expectations with that level of details and texturing. Unbelievable ! :applause:
 
The thing is, in P3Dv4 when switching to avatar mode, you get the exterior model.

Hi Daube,

I'm using the same process as you described. The issue is with conversion, as some of my materials become oddly transparent when converted into a BGL - the undercarriage, ramp and interior are all invisible so you can't see anything. I'm not sure what would cause that as none of the materials or their Z-write settings uphold any kind of transparency but I'll have to check.

The interior and exterior models are actually going to be the same, barring glass textures which will of course be reversed on the interior model and Han and Chewie, who won't be in the VC. The whole thing is less than 60,000 polygons so performance is ace despite the details. Sometimes, the old-school modeling ways are the best ways... :)
 
So what's going to be the max speed of the Falcon?
as fun as it would be to peg the airspeed indicator at Mach 4.7, I think it would be rather cool to fly cross-country at airliner speeds in the Falcon, just with more maneuverability
 
So what's going to be the max speed of the Falcon?
as fun as it would be to peg the airspeed indicator at Mach 4.7, I think it would be rather cool to fly cross-country at airliner speeds in the Falcon, just with more maneuverability

Well, the FDE was going to be in Pam's capable hands, but as she's out of action for the time being I'm not certain. I know that Pam wanted to give the Falcon a Vmax of about 800 KIAS and a service ceiling of about 90,000ft or so. We'll have to wait and see.

I tinkered about with some suitably Star Wars-esque scenery today :)


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