Arado-234 freeware?

Hi B,
In a word, yes!

It looks so good in CFS3, it would be a waste not to have it in Fs9 and CFS2!

I'll let you get it to how you want it, and then take a look and go from there, a deal?

Many thanks.

Shessi
 
well, all the FS9, CFS2 or FSX conversion process I would let on some much more experienced person completelly then me. so any such offers are very welcome :)
I was with FS series modding since FS98 up to FS9, used AF99, FSDS, gMax, but then there was a huge break and Ive lamost forgot it all.

as to FSX I never ever tried anything but to put a few FS9 models there. I am not sure if gMax can even serve there as native exporter and I dont know hows the virtual cockpit gauge creation there, is that about 3d gauges / 3d needle keyframed animations just like for CFS3 (finally)?

I could give or create all needed sources, including bitmaps for the 2D panels if needed, gauge paints etc.

just send me a PM to talk about this bit deeper ;)

btw, it reminds me none of my airplane projects has been released public but CFS3 platform. as the Arado 234 Blitz, the Me 163B Komet would deserve it I suppose. having the japan version semimockup, which would fit the CFS2 pretty well ;)
 
this image taken from my hikoki book seems more complex with the panel and stuff
Do the B and B2 have so much different?

attachment.php
 

Attachments

  • ar234.jpg
    ar234.jpg
    68.8 KB · Views: 5
The googable interior images coming from a few sources only, but the depicted B variant instrument complexity is similar in base. The major difference was the C variant, but it is not our objectives (yet).

The upcoming release contents a simplified VC version doe reasons mentioned repeatedly at this thread already.
 
Pseudo 3D gauges

small development project news:
Ive decied to optimize finally the Blitz interior gauge logic. no more many of standalone textures for each single gauge, usually 512x512 sources. it loads too much long.

the new gauges will be/are mapped from a common library texture gauge sheet, similar way as the CFS3 stock ones. it also keeps the sources low, when using normal maps or so.

next, (almost) all the gauges are made from flat layers now, still it appears as 3D like ones and doe the nice Ankor Shader object shadowcasting it looks not too much noticable comparing to the old solution.

a sample of the layered gauge logic and the texture gauge sheets below.

 
Last edited:
Great looking gauges! My I suggest changing the variometer to the type shown the cockpit photo in post #235 of this thread that reads -30 to +30 m/s? On the 150 m/s scale the needle will barely move with the Arado. The 150 scale I think was unique to the Me 163, for obvious reasons.
 
Just want to mention that it is possible to add normal map (+nm) to any texture used in m3d, including gauges in the cockpit. It can make them slightly more 3D if needed :)
Though a normal map may need a higher resolution than diffuse map to create smooth circular shapes without jagged edges. I don't know for sure, never tried it.
 
thanks for the gauge related comments, guys ;)


@gecko: I see... ok, I can change / reanimate the vario easy


@AnKor: yes, basically I am taking it as any .dds can use its own +nm.dds, thanks for that ;)


my "issue" is the latest Arado 234 project build for the modding support team contents aprox 50 standalone VC gauge .dds files, most of them is 512x DXT1 alpha file. with the main 4096x VC texture and a few other cockpit related textures the virtual cockpit acts bit unoptimalised - when first ingame load at least. if all the VC .dds gauges would have its own +nm.dds files, it would act bit performance whorse yet, I suppose ;)


btw, the main 4096x cpit texture with its same sized +nm.dds acts as 3d very well now, bit my plan is to optimalise this too - to make the painted instruments and its labeling same way as the flat gauge objects. then the main texture would be clean paint in base, therefore half or quarter size then woud be good enough, with similar visual overall result.

you can check the unoptimalised solution stage below, where the flap indicator gauge is assebmed from three flat sguare objects over the main panel surface, but the gear / flap indicator box and the starter button is a pure paint on the main panel texture. to see such paint parts sharp from a close view needs large resolution.


 
Last edited:
Yes, I agree that having lower res "base" texture and then flat overlays for buttons and indicators makes sense.
It may slightly worsen FPS, because there will be more objects to process, but it is unlikely to have any major impact. For better performance try to use DXT1 textures if possible, unless they cause visual issues.

And yes, +nm and other DX9 textures are loaded on first use and thus delay the appearance of cockpit even more.
 
ok, all gauges are flat sqaures now (but compass and artifical horizon ball), mapped from the new texture sheets. a first test screenshot attached.

 
glad you like it :)

ok, here are two samples from testing the night lighting gauges at mongoose CFS3 config, with installed VC +clight mod by MajorMagee.


cfs3_212.jpg
[/url]
 
;)

ok, the VC gauge "reflatting" seems is finally done for all related instruments including the text labels. the main cpit texture is now clean and half resolution. if you cant notice some biger changes, then it is ok, that was the point ;)


 
ok guys, the pilot is replaced.





full screen link for those who are lazy to rip it from the image urls above: the image #1, image #2 and the image #3
 
Back
Top