sixstrings5859
Charter Member
Amazing work. Excited to say the least ! Thank you for my favorite fighter !
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The Staff of SOH
The transparency maximum seems to be 4% . Anything less will not show in CFS3, or so it appears. I'd rather have it slightly more transparant but then it becomes completely invisible.
Sounds like a whole bubbletop D series! Cool! How different is the M from a modeling perspective?
Are you controlling alpha in the prop model by making the material transparent? You might have finer control if the material was fully opaque, and all transparency for the prop was handled in the texture's alpha channel.
Yeah, I assumed the blade profiles rotated with the disc. I was referring to an RSM controlled animation that also adjusted their blade angle. Part of that of course depends on my getting a lot of things done to make future RSM modules more viable, but I thought I'd mention what the possibilities are at least.
You can probably play with the combination of the prop texture transparency in the model, and the texture itself. The transparency value isn't uniform between models which leads to the same default texture looking different on different aircraft.
Just love the interior. Very nice representation of a mighty machineThanks for your interest, Scott!
What can I say? There's a lot that's being worked on:
- With the various subvariants being created I thought it was a good idea to try and see if I could reorganize the cockpit textures to reduce their numbers. If I could create textures containing only the 'common/general' parts and put the 'differences' on another set of textures, creating/repainting a subvariant should require less work and textures. This process isn't finished yet, but I am making reasonable progress.
- I textured the radio set from the previous teaser screenies. It is mostly done. A lot of detail is simulated with bump mapping which is fun to do (screenie included. I also added detail to the map data case with some bump mapping. Still not entirely sure what colour of 'Republic green' I will use, hence the differences in the cockpit).
- I spent a good deal of time adding some detail to the engine and sorting out the differences between the Hamilton Standard prop and the Curtiss Electric symmetrical one. It turned out that the CE prop also required a governor, a brush housing-thingy, cabling and controls that the HS prop doesn't need. It also affected some of the VC cockpit controls. See the gmax screenies below (not all CE controls added yet).
- In addition to the previous I also tried to find a way to simulate the volume of the turning propeller disc. There's this wonderful teaser vid of how props are done in DCS, which makes my mouth water:
. (Of course these people are also excellent at making these videos: The weaving and bobbing really gives you the idea that the video was shot from another aircraft). I assume this technology isn't possible in CFS3 so I found something else on the web which I am exploring now. I must say that the effect from the side is pretty good but the way it is achieved, affects the front view also when zooming in. Not entirely sure about this.- With the subvariants and their differences the templates for the external model also needed reviewing: In some areas the rivet patterns and access panels differed and I want to clean these up so that repainters can easily switch from one subvariant to another. I am also adding three different tire tread patterns and two hub styles to the template, with the required bump mapping.
- Last but not least: The cockpit canopy could be opened manually or electrically. The channel for the motor drive chain can be seen behind the pilot's armoured headrest. I have tried to model and animate this chain in various ways but haven't found a satisfying solution yet that doesn't require too much polys. The bracket on the arch that is attached to the chain also needed remodeling/retexturing for this.
I have tried to model and animate this chain in various ways but haven't found a satisfying solution yet that doesn't require too much polys. The bracket on the arch that is attached to the chain also needed remodeling/retexturing for this.
If the blades are already so transparent that blurring the edges doesn't work, I wonder if making them slightly more opaque to the point that blurring does work would produce a smoother overall result.
Are there any other thinking outside the box ideas for shapes that could be modelled into the disc to create volume? Concentric rings? Something more abstract? Just think out loud about ways to layer transparent polys but without creating hard edges.
what does that look like?
Wow, what a crazy amount of detail!
....
Oh! Interesting idea: I was thinking about how in Cliffs of Dover, it looks like different models of the blurred prop are displayed when seen from different angles. Theoretically this could be done in CFS3 with RSM scripting. Memory pointers would need to be found to give the script viewing angle input, which would then trigger an animation that hides and/or adds parts to the blurred prop model as appropriate. As I'm still an ocean and a continent away from my PC for a while, I can't work on it soon, but it seems like it could work.