• Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning old domain name stealing credentials

  • Special Server Maintenance

    Just when you think you have everything running some what better...

    You get a message from the Hosting company. Short story they need to move us to a new server. I have been working with them to plan a good date for all concerned. Here is what we have come up with as a schedule.

    1. November 4th 17:00 -5UTC shut off the forums and start backup proceedures. During this time there will be no access to the forums or the Resource Section.
    2. November 5th Continue with Backups and download same until complete.
    3. November 6th 7:00 turn over server to hosting company to move system to new server
    4. November 7th - 8th restore backups and upgrade forum software.

    If all goes well we should be back online on November 8th.

    To keep you updated we will post updates on AVSIM forums.

    Thank you for your support.

PROYECT SLAVA CLASS CRUISER AI for FSX/P3D

low-poly Slava

https://drive.google.com/open?id=0Bymd7iALx2FoeHpIS0JKYjVCNDQ

Previous file superseded. Current state SKUP file, found and fixed the fumduckers, straightened out some mapping, mast, rads, hangar ready for animating.
Low-poly Slava, alpha state- haven't got to animating the hangar and whatnot, just the main rads. Pad only, haven't put in the ramp and hangar floor, the Slava's have one of those inconvenient half-deck hangars... Basic textures, specs and nightmaps thrown at it. Updating the Kirov and Udaloy next,. then I'll try out Cimogt's animation code and gauge. Thanks for the kick in the butt!
View attachment 54199View attachment 54200
 
https://drive.google.com/open?id=0Bymd7iALx2FoeHpIS0JKYjVCNDQ

Previous file superseded. Current state SKUP file, found and fixed the fumduckers, straightened out some mapping, mast, rads, hangar ready for animating.
Low-poly Slava, alpha state- haven't got to animating the hangar and whatnot, just the main rads. Pad only, haven't put in the ramp and hangar floor, the Slava's have one of those inconvenient half-deck hangars... Basic textures, specs and nightmaps thrown at it. Updating the Kirov and Udaloy next,. then I'll try out Cimogt's animation code and gauge. Thanks for the kick in the butt!
attachment.php
attachment.php

Good work, now i working with the animation of the hangar doors in the kirov
 
Right on! Started into Kirov-He's( russian ships are 'He's' ) The usual clean out junk, full hull, the bull nose dome 'cause I was feeling frisky, started texturing.
Cimogt, on the Slava's helideck, forward left cropped corner, there is a line where I removed the old nets. I forgot that surplus line, and didn't texture the material. Just erase that line in the SKUP file, the texturing will snap into place.
Should have mentioned, all the textures on the model are projected, too. when you add a part, open the ship main group active, go to the paint window, and mouse the little eye dropper icon. You will get a little eye eyedropper icon for a cursor. Take that over to the area beside your new part, right click it on the texture to sample it. The cursor will change to the paint can icon, and paint window will change to the active texture you just sampled. Make sure your new part is then opened active, paint it. The part is then mapped. Easy as pie, or whatever baked good simile you like...
Don't paint with texture smoothing on, that way the back face won't paint. You'll note the bright green back faces, this is so I can remove that material in MCX, chopping the poly count down.
 
Slava - modeling

Hi,
I'm a little confused.
I understand about stream lining the original Slava model but with the "low poly"
model there are missing objects. The anchor gear, modeling on the missle tubes, hatches,
life rings, deck bitts. Or like the vertical missle hatches, not as smoothly modeled. I understand these
all increase the resource use but they add character to the ship.

tc
 
Alpha state- still in progress. It's growing more greeblies as it goes along. Looks like you'll have a choice between high detail, resource intensive and lower poly, less intensive CPU usage. Boats and whatnot, as far as I'm concerned, are an adjunct. I like to run large formations on a budget box, ergo: lower poly, lower detail models. You can always take these things in hand and 'go nuts' yourself- sketchup is very user friendly, as is MCX; both are fantastically powerful tools. Short form, it's my navy, my time. I'll try my level best to improve the 'product' as I become a bit more proficient.
I am also a terribly lazy modeller. I'll grab some photo's and drawings off the interweb and I eye ball it, draw it freehand. If it looks close, and scales out in the ball park, I'm happy. If I can use an extant freeware mesh as a base, great! I get the things I want in sim, fast. Pure selfishness on my part. That it percolates out as freeware is more selfishness- free file storage for me, and it may attract people who will part with a few sheckles to keep the sites up and going- more selfishness, or at least enlightened self-interest.
 
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