Wind Turbines WIP
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I will try to daily update and devote at least half to one hour for this to finish it as quick as I can.
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Great work Arty!…and there’s no reason to compare what you are doing to what the devs do when people are giving you praise. I’m sure the effort is appreciated by the dev team when a new model can be added to the next update, and I’d guess that this kind of help allows them to work on the more technical aspects of the game-uh, sim.
Kudos to you for taking the initiative. Wind farms are spreading and are a new hazard pilots have to deal with. I can see this as a consideration in future mission planning when low level strikes are part of the ATO.
:headb:
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Well I kinda found the uvw issue but not the solution. So I’ll leave it as is cause I wasted months on it.
I know stupid, but …
In case u want to know it’s on the blades.
I did one and then copied it and rotate it.
vetrex side going from the center of the blades where they connect to the pylon the vertex count is 19 at the edge it’s 11. So when uvw unrap comes in it splits them in sub pieces and cause of the curvature of the model. The issue is that the uvw mappin isnt the same for all so to overlap them.
yea strange same and copied but when unwrapped they have a character of their own. :lol:If the geometry is the same for all the blades, you can copy the mapping of the “good” blade and paste it onto the “bad” blade.
Add (or open) the Unwrap UVW modifier:
1. Select the “good” blade
2. Select File:Save UVs
3. Name the file and save
4. Select the “bad” blade
5. Select File:Load UVs
6. Select the saved file from the good bladeHopefully that will do what you want (unless I misread entirely what you are trying to do).
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…these make really good radar jammers too…same as helo blades.
Yes indeed they are.
In here there’s amount of money to that electric company must pay for installing one on some areas. Money is to spend on alternate radar that is used to watch blocked area by wind turbine. -
Thanx Pumpy for looking in to it.
I know the procedure and in many cases (in general) I save the uv’s just in case, but I didn’t try it on the blades to tell you the truth cause I never used them actually all those years.
The blades are identical. I made one and then with shift rotate I created the other 2.
Strangely On 2 of the 3 I found issues on the blade when I unwrapped it. even un welded vertices or overlapping they are called?
And I’m on the basic model not the scaled one or the one I made for sea.
I believe on the steps the convert to editable poly or something that I did and slipped my mind must altered it.
Anyway I will erase the 2 and re copy the good and try the uv’s save and load for the blades. to much for nothing. The model works ok in Falcon 4.33 as I tested it. -
@M79:
Yes indeed they are.
In here there’s amount of money to that electric company must pay for installing one on some areas. Money is to spend on alternate radar that is used to watch blocked area by wind turbine.My valley is carpeted with these on two sides of the southern Sierras between two valleys, more to the Mojave side…which make the local weather radars freak out…and then some. They’re also quite the hazard to migratory birds.
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Nothing to show, yesterday some vertices work.
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No work on it today. Worn out from work…
Sent from my SAMSUNG-SM-T818A using Tapatalk
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@PumpyHead thanx.
One blade was not even loading the uvw mapping. Deadier than dead. :lol:
The Candyman took her…Now if I attach the blades together and with the blade connector (front cone) which are the parts that will rotate in Falcon, In UVW mapping of the attached the first blade (good) from which I saved the uvw mapping, it’s uvw mapping is fubared. I load the mapping but it goes “U shall not Pass” :lol:
New plan: most probably cause there was a uvw mapping previously I will convert to editable poly and reload the mapping and see how it goes…
When kids play with something they are not educated or pro…
EDIT: Damn I was in Isolation mode… :lol: that didn’t read well… Not me I had a part of the model in isolation mode… :lol: this is in 3ds max to isolate and work distracted on an area. Not that I’m not for Isolation or Enclosure… :rofl:
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Careful that you do not select some helpers when applying UVW.
The objects (blades) need to be exactly the same geometry in order to save/load uvw mapping between them.
Good luck. If you wish, I would be happy to take a look at your file.
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Thanks its ok now, it worked ok, im doing the rest parts and going for the rest of the models.
Covert to edit poly, reset xform, convert to edit poly, unrwapp uvw, do the work, save uvw map, render and save the map, go to next model.Sent from my SAMSUNG-SM-T818A using Tapatalk
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My valley is carpeted with these on two sides of the southern Sierras between two valleys, more to the Mojave side…which make the local weather radars freak out…and then some. They’re also quite the hazard to migratory birds.
Bird problem is issue too but if they put turbine on correct position it can maybe cause some positive effects too.
https://yle.fi/uutiset/3-10221052
That cormorant shit kills everything in those small islands. -
lod1 uvw finished and base model texture tested looks ok.
going forward… -
lod1 uvw finished and base model texture tested looks ok.
going forward…HI Arty
Not sure if it coulb be helpull but Nuno “ViperDude” already have done a similar job in POH.
Im sure if you need any help but we can provide it if needed of course.
Cheers
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Hi!
That was done in 4.33.The new wind turbines that came with 4.34 stock DB are much better than the ones I’ve made for POH IMHO, since they rotate towards the wind, so I’ve changed them for this latest version of POH.
Great job, Arty!
Cheers
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Ahhhh…the red lights! I just drove up past our forest of windmills tonight, and in the dark you can certainly see those red lights, and watch them blank as each blade passes…but you can’t actually see them in daylight. I have no idea if they are only on at night, or if you just can’t see them in sunlight…but I never see them during daylight on our mills.
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Thanks guys, but I started it already and working on 3 of those. If Dee-Jay want’s it surely he can take it then for the BMS team?
One of the main reasons why I say we shouldn’t reinvent the wheel.
Many of us work in-on theaters. We r not that many but still we are shooting alone in the dark and we are reinvent the wheel.
BMS all the time asks for new 3d models and is reaching out.
We create various stuff but they are kept for the theater DB.
Most of us go with the BMS limitations and prerequisites for such models.
So it would be nice to have them posted somewhere and clearly stated that they are offered to the BMS team.
We know what they need, meet 3d models prerequisites and offer all source files 3Dmodel 3dsmax file textures hitbox dimensions switches or doffs or special settings references.Anyway I don’t have a problem as doing the model helped - helps gaining experience for future work and not forgetting 3dsmax usage, but due to my lack of time and low 3d modeling expertise Dee-Jay and the whole BMS community is waiting for the model for months now…
So positive thinking guys. I believe it’s a good starting point for acting such, for what we have already done and what we will do in the future.
Like a post in models section hey guys I’m working on this model in case someone is interested or hey I have finished those… does anyone need them? I’m not saying giving the source files (3dsmax) to anyone in case you don’t want but at least BMS team could benefit from it at least by knowing.
Please don’t tell me they should look on the theater db and ask. well I didn’t knew there was a windturbine model in POH, further more no one knew it was offered for the BMS team.
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Hi guys!
If Dee-Jay want’s it surely he can take it then for the BMS team?
Not that simple.
- It has to be offered. I cant spend my time asking everybody explaining them that we need the source files also blah blah blah …
- It must comply with spec to be integrated (i.e. : if the wind turbine is mapped on two or more 4096*4096 textures featuring other theater specific buildings that we wont use … I cant do anything with it except asking the original molder to remap it on one single texture.
…
It is kinda sad that we (BMS team members) spending our entire free time developing and offering to the the community free stuff, and then, community take it, develop on their side, without spontaneously offering their stuff which could maybe save dev time and reduce the delays between release and which would also save them the need of re-integrating their own stuff after each major updates …
That is the life.
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Thanks guys, but I started it already and working on 3 of those. If Dee-Jay want’s it surely he can take it then for the BMS team?
One of the main reasons why I say we shouldn’t reinvent the wheel.
Many of us work in-on theaters. We r not that many but still we are shooting alone in the dark and we are reinvent the wheel.
BMS all the time asks for new 3d models and is reaching out.
We create various stuff but they are kept for the theater DB.
Most of us go with the BMS limitations and prerequisites for such models.
So it would be nice to have them posted somewhere and clearly stated that they are offered to the BMS team.
We know what they need, meet 3d models prerequisites and offer all source files 3Dmodel 3dsmax file textures hitbox dimensions switches or doffs or special settings references.Anyway I don’t have a problem as doing the model helped - helps gaining experience for future work and not forgetting 3dsmax usage, but due to my lack of time and low 3d modeling expertise Dee-Jay and the whole BMS community is waiting for the model for months now…
So positive thinking guys. I believe it’s a good starting point for acting such, for what we have already done and what we will do in the future.
Like a post in models section hey guys I’m working on this model in case someone is interested or hey I have finished those… does anyone need them? I’m not saying giving the source files (3dsmax) to anyone in case you don’t want but at least BMS team could benefit from it at least by knowing.
Please don’t tell me they should look on the theater db and ask. well I didn’t knew there was a windturbine model in POH, further more no one knew it was offered for the BMS team.
Arty
Not sure if this reply is about my post and Nuno post, but unless Nuno correct me on this one i think no one in POH team offered the model for the devs.
POH itself are a non support theater since it does not comply with many devs prerequisites. So i would be ood to offer something in our theater for the main BMS DB and don’t have support for our own theater.I just comment that since we had some test with a wind turbine model we can help you if you need.
Hi guys!
Not that simple.
- It has to be offered. I cant spend my time asking everybody explaining them that we need the source files also blah blah blah …
- It must comply with spec to be integrated (i.e. : if the wind turbine is mapped on two or more 4096*4096 textures featuring other theater specific buildings that we wont use … I cant do anything with it except asking the original molder to remap it on one single texture.
…
It is kinda sad that we (BMS team members) spending our entire free time developing and offering to the the community free stuff, and then, community take it, develop on their side, without spontaneously offering their stuff which could maybe save dev time and reduce the delays between release and which would also save them the need of re-integrating their own stuff after each major updates …
That is the life.
True DJ but also sad that we outside the dev community we ask for help also, on so many thighs and many times we get a kick in the but.
No sure why though.
POH add wind turbines since 4.33 so if you didn’t knew it was there i simply because you even don’t spend not enough time flying it or test it ( not blaming anyone).