AR196 Project in AD2K

GIMP

Don't feel bad. GIMP has a VERY high learning curve. I know how to do certain things in it. Some things I have done before but can't remember how. The rotate thing is something i do so often that I have pretty much had it engraved in my head. I still haven't gotten too far with the idea of painting with GIMP.....

When I get bothered by a non-feature in AF99, I often write my own utilities. The last one was a Component Mirroring tool. I used GNU C to program this, but I would not recommend this approach to a non-programmer. I have been programming stuff since the late 1970's, so this is not much of an issue for me.

You really don't have to learn ALL the tools to use. Just get it done any way you can. The only tools that are a MUST learn are either AF99 or AD2000.

- Ivan.
 
yes, Dave, i agree,
good to see you, H.

thanks for the offer.
yes, i still have it
and even tried it,
all to no avail.

i think my patience level
was through the floor
and i couldn't do a thing.

apologies all around.

after my earlier hissy fit,
the day got relatively productive.
after much trial and error,
i figured out the rotation thing with psp7,
amazingly, there was no drawing degradation.

next, i spent a lot of time working on bulkhead templates.
first, i made a drawing of a centrally located bulkhead,
then transposed the coordinates for a 12 sider into ad2k.
(basically, a template for a template)
ad2k has a template creator/editor,
so i spent more time trying to figure out
how to make one to match my drawn bulkhead.
i could have made it knat's a$$,
but figured, why quibble over a few pixels here or there.
i now know that next time, if need be, i can do better.

i know it's over kill,
but i got carried away adding bulkheads.
let's just say, i was practicing.

the example below uses 13 bulkheads,
including the cone cover at the tip.
no doubt, i can and probably will,
eliminate a few of them
and do a little fine tuning on the template sizing
in order to smooth out the shape.
actually, the top half of the cone
will be covered by the horizontal stabilizers,
so i don't need to worry too much about that area.

the rudder and vertical stabilizer are only colored flat panels,
added to give an idea of how things line up.

next.....build the elevator, horizontal stabilizers,
rudder and vertical stabilizers.
after that, go to work on the model coding
to make all the parts properly visible in CFS.

piece of cake

oh yeah, hubba,
i'm both,
a mule>the really stubborn type
and an a$$>actually, a horse's a$$
 
(...)

oh yeah, hubba,
i'm both,
a mule>the really stubborn type
and an a$$>actually, a horse's a$$

As long as you know which end to kick! LOL!:icon_lol:

BTW; nice tail! Once painted, it will look as smooth as a newborn touchy...:applause:
 
Smilo,
I agree with Hubba, But I really think the tail would look better if the back ground screen shoot was from Corsica and Italy 1941 !!

Looks great...for a tail I guess.

Luv ya dude :mixedsmi:

Dave
 
Hi Smilo,

Looks pretty good to me. You are right though: You have a serious overkill thing going here.

- Ivan.
 
now boys...don't get started.

actually, this example was done out of frustration
after weeks of working with just the drawings,
i had a real need to produce something 3D.

i'm almost tempted to play with texturing.
just for the halibut.

i think i'll go take a nap, instead.+
 
BTW; nice tail! Once painted, it will look as smooth as a newborn touchy...:applause:
as usual, a comment gets me going.
i want to see that newborn touchy...

ad2k has a nifty little feature
that makes texturing a snap.
it actually took less time than writing this post.

within the model editor,
each subassembly offers a choice
of what the polygon type will be,
lines and simple polygons,
or shaded and textured polygons.

selecting lines and simple polygons
allows one to select basic colors
as in the previous examples.

if shaded and textured is selected,
a bmp must be dropped into the working folder,
texture limits must be created in the graphics editor,
then selected and applied in the model editor.
the model is compiled and the results can be seen in cfs.

at this point, i could say
that i'm getting way ahead of myself,
but then again, sooner or later,
the texturing process will need to be done.
besides, by doing it as i go along,
i won't have to come back
and redo the simple polygons later.
all i'll have to do is insert a better bmp.

EUREKA!!!
 
Painting and Texturing

Hi Smilo,

Perhaps you have a different method, but I believe you should consider using the same scale across all the Fuselage Components which means the Tail Cone you just created probably isn't going to be the limitation that sets the scale for all the other Fuselage Pieces.

Hey Hubbabubba,

Whadyamean about overkill??? I try to work within AF99 for the most part which is hardly gonna be overkill cuz there aren't enough resources to really do that.

- Ivan.
 
Hi Smilo,

Perhaps you have a different method, but I believe you should consider using the same scale across all the Fuselage Components which means the Tail Cone you just created probably isn't going to be the limitation that sets the scale for all the other Fuselage Pieces.

Hey Hubbabubba,

Whadyamean about overkill??? I try to work within AF99 for the most part which is hardly gonna be overkill cuz there aren't enough resources to really do that.

- Ivan.

Hey Ivan, you know that we are both a bit, shall we say, compulsive when it comes to over-doing it. We go into modifications that only us see. If it ain't overkill, then what is it?

When I was working within AF99 boundaries (I was tempted to say "chains"...), I would over-do some parts intentionally, using them as reserve-sorta for the future. This way I was less frustrated when being in a pinch for polygons.

smilo, it does look like a derrière de bébé, but the color suggest a good dose of Zincofax or Desitin is in order!:icon_lol:
 
smilo, it does look like a derrière de bébé, but the color suggest a good dose of Zincofax or Desitin is in order!:icon_lol:

now, that's funny!
thanks H, i needed a chuckle.

in self defense, i used a 256x256 bmp
that came from the ad2k tutorial ugly100 project.
next, maybe i'll drop in the grid you sent me.
but first, i need to clean up that tail section.
 
just to let you know,
my daughter has been visiting
for the past week or so.
needless to say,
i haven't spent a lot of time on the 196.
although, i did mess with it a bit yesterday
and plan on giving it some time today.

i have redone the tail cone area
and spent an inordinate amount of time
on the junctions with the cone area
and the vertical and horizontal stabilizers.

ad2k has a feature to do this in the wing area,
but it won't work in the tail area.
i won't go into the bloody details,
unless someone really wants to know.

now, i need to put the all pieces together
and then, the fun part, work on the coding
in order to get everything to work visually in cfs.
as i've said before, this is the key to the whole project.
until i can get this process down pat,
the parts are just a jumbled mess.
that is, unless i want to use the project in fs2000,
then it's accomplished automatically....dang

i need some coffee and then it's off to work.
 
arrrgh...
after spending hours in a futile attempt
at trying to figure out the visual coding,
i was treated to this wonderful visual display.

suffice to say, the program froze
and all work was lost.
note that all menu items
and the buttons are grayed out.

fortunately, when i began work today,
i made a file backup and moved it to another machine.
the bad news is, i didn't make backups
as i went along today,
so all is lost from this session.

i would be really pissed
if i had been successful today,
but as it is,
nothing of importance is gone,
just time.
 
Well what we do down here in the South, IS SHOOT OUR COMPUTER, KICK THE DOG, PUT THE OLD LADY TO BED,OPEN YOUR MOST FAVORITE BOTTLE OF RIPPLE PINK, and then start kicking some@#$% why that showed up in blue I have no idea?

Dave :running:
 
yup, it was mildly annoying,
but like i said,
there was nothing of great worth lost.
just time, and i did get something out of the deal.
if nothing else, i'm learning to save
and stash the main file early and often.

it's like any learning experience,
trial and error....mostly error.

i only wish i knew what i am doing wrong
so i could stop whatever it is
that seems to irrate the program.

i actually took a break and then,
went back at it for a few more hours.
still no luck with the coding sequence.

i guess i'm just a glutton for punishment. :greenf:
or not.
i'm done for the night.
 
A Job for Our Favourite French Canadian

The format looks to me like "Access Violation at address 0x0????? in module <Something or Other>

Keep in mind that I don't know French and am only guessing.

I get those fairly often but usually they are from CombatFS itself.

- Ivan.
 
The format looks to me like "Access Violation at address 0x0????? in module <Something or Other>

Keep in mind that I don't know French and am only guessing.

I get those fairly often but usually they are from CombatFS itself.

- Ivan.

That's pretty much it, Ivan.

Access violation at address 004CFC84 of 'AD 2000.exe' module. Writing of the address 00000004.

That's all it says. The address itself is basically at the very beginning but, beyond that, I'm powerless. I'm curious to know, smilo, how your work is preserved. In AF99, for example, parts are written in XYZ.afp, components in XYZ.afc and assemblies in XYZ.afa. How does AD 2000 stores work in progress?
Now that No Dice has convinced Abacus to re-sell AF99, it could be a good alternative, don't you think?:173go1:
 
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