WIP F-16A/B Cockpit
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Hi, For my own pleasure (And yours too) i started to make the f-16A/B Cockpit, From scratch, With no Experience, So i hope with the time i can make a good cockpit model.
Photos:Yes, It quite crap, But That’s my first test of the hud panel.
I’m Making it in Blender, So i don’t know if the models from blender can be ported to LOD if anyone knows please tell me.
Anyone that has a real cockpit sim can show me the measures of the Cockpit itself? Or photos that can share me?-Rz
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If you get a high quality F-16A pit modeled, you’ll make a lot of folks around here quite happy.
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If you get a high quality F-16A pit modeled, you’ll make a lot of folks around here quite happy.
It won’t prevent them from pissing and moaning about “that button being 2 mm too far to the right” though. Sometimes modding can be a very thankless task
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Nice going Rypley.
Everyone here started with no experience.
About measurements and etc I believe guys here can provide you full details.
From blender you can’t create a lod for falcon. U must export it as fbx then from 3ds max you can export it to lod for falcon.
Do you have 3dsmax and the exporter plug-in?Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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http://www.airwar.ru/other/draw2/f16ab.html
from here you can get this:
https://github.com/JonahTsai/F16/raw/master/Tub/Feathers-2.SLDPRTwhich is SLDPRT is a file extension for an image file used with SolidWorks CAD software. SLDPRT stands for SoLiDworks PaRT file. SLDPRT files contain a 3-D object or “part” that can be combined with other “parts” to create a single assembly file.
from online viewer:
here you can upload it and view it
https://viewer.autodesk.comto convert it to cad you must have autocad (not the LT version)
and here is how:
https://knowledge.autodesk.com/support/autocad/learn-explore/caas/sfdcarticles/sfdcarticles/How-to-convert-Solidworks-files-to-the-dwg-format.htmlI believe this will make things for the base model very easy for you.
Just in case you will not have issues… check the current A model so not to have fit issues and you will also have to do the wings and etc as from the pit you can look the airplane.
maybe some dev can help here with more details that are needed for this.
source was from here:
http://www.hempstick.org/The_Official_Hempstick_Site/F16_Tub.html
and here
https://github.com/JonahTsai/F16/blob/master/Tub/Feathers-2.SLDPRTI don’t know how accurate it is but I believe it will be a good start.
Also the aces sit can be found for free i believe.all his 3d models are here:
http://www.hempstick.org/The_Official_Hempstick_Site/Flight_Sim_3D_Models.htmldid you say knobs???
http://www.hempstick.org/The_Official_Hempstick_Site/Knobs,_Buttons,_and_Lights.html:lol:
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That arty, But i don’t have 3ds, So i’ll just finish the cockpit in blender then i’ll export it to fbx, And then i’ll get 3ds to finish it.
However i’ll have to see a few tutorials about ridging the knobs and buttoms. -
If you get a high quality F-16A pit modeled, you’ll make a lot of folks around here quite happy.
well the cockpit is not the problem, It’s the avionics, I really want to make the same avionics as the original RL one, But there is any tool to do it?
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well the cockpit is not the problem, It’s the avionics, I really want to make the same avionics as the original RL one, But there is any tool to do it?
As far as I know there are no tools to do this - other than having access to the source code and being very good in C++
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Hello, my little 100 yen coin there :
(And, I am really sorry if I darken your day)
1- There is no exporter from Blender to BMS. You must use 3dsmax to export your work into BMS LOD format.
2- There is a lot of helpers you have to use to make a cockpit. Clickable interface can only be done with 3dsmax. And, for a simple button, it can be really complex.
3- You can in fact only use the functionalities that already exist in BMS. As long as you do not access to a latest source code, you will not be able to create something that will be possible to install on an official release.
4- To achieve what you need, I am not sure even our best coders into BMS team would make it… You would need to have a very deep understanding of Falcon source code to recreate even SCP of F-16A series, not talking about HUD edition etc…
5- My recommendation : Go to 3dsmax, make your cockpit, uvw, DOF, Switch, all helpers needed, and re-use existing stuff of BMS to make something close. I’m afraid, you would not have ressources to make a custom 100% F-16A cockpit.Regards,
Radium
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Those points sound accurate, Radium, however…
One thing I would add from my observations of other modding teams: a lot of those teams wanted the individual modder/modeler to be able to do it all - modeling, texturing, rigging, etc. It’s not wrong for those teams to want an individual to be able to do that. However, it does make it harder for someone to get started on a project with so much upfront “overhead” to deal with. And telling someone to just go out and get 3DS Max is… kind of uneconomical. I really question how many people legitimately buy a license for the software.
So, my suggestion to Rypley would be the following: Understand that you cannot make the F-16A cockpit the way you want it right now, but do not let that dissuade you. Make the cockpit as best you can with the tools you have. Then, find someone who can help you import it into BMS. From there, you can make it work as best as you can get it to work with the resources available. And then, perhaps someday, someone will get proper avionics to work with the F-16A and the other fighters we’d like to fly. Do one thing at a time, as best you can, and go from there.
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Till some years ago didn’t need to buy 3dsmax with the free education version things were ok.
Now we don’t have access to a working 3dsmax version. The 2013 and 2014 versions needed for falcon are abandoned and nowere to be found.
3ds max now is on 2018 version.
But for now and for the years to come we will manage I believe and it’s not an issue.The only thing that Rypley must consider is that even if he completed his model it maybe never become fully functional in falcon for the reasons mentioned.
Nevertheless he will gain on experience and knowledge for the models to come which is the most important.
It’s all about will and free time.
Give without expecting anything in return.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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Those points sound accurate, Radium, however…
One thing I would add from my observations of other modding teams: a lot of those teams wanted the individual modder/modeler to be able to do it all - modeling, texturing, rigging, etc. It’s not wrong for those teams to want an individual to be able to do that. However, it does make it harder for someone to get started on a project with so much upfront “overhead” to deal with. And telling someone to just go out and get 3DS Max is… kind of uneconomical. I really question how many people legitimately buy a license for the software.
So, my suggestion to Rypley would be the following: Understand that you cannot make the F-16A cockpit the way you want it right now, but do not let that dissuade you. Make the cockpit as best you can with the tools you have. Then, find someone who can help you import it into BMS. From there, you can make it work as best as you can get it to work with the resources available. And then, perhaps someday, someone will get proper avionics to work with the F-16A and the other fighters we’d like to fly. Do one thing at a time, as best you can, and go from there.
Thaeris,
I post was not intended to discourage anybody, just telling the truth.
We are a community, and we need to be honest.
The hugest part of the work is not to make the 3D model of the cockpit. Making the control interface is.
Sure, he can start a 3D model cockpit. But it wouldn’t be nice if nobody told him the truth.
But, I can understand that what I wrote might look upfront. It wasn’t intended to be so.
Regards,
Radium
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Radium - I had absolutely no impression that you were trying to bring the fellow down.
However, one thing I am aware of is the necessity to start a project in order to ever get it anywhere at all. I personally have a problem with looking at all the requirements and sputtering out because I want the details to be perfect. I should be astute enough by now to recognize that perfection is a state of mind, and does not exist in the material world, much less the virtual one. However, I still have a problem with that mentality, and I wouldn’t be surprised if others here also have it as well - I was hoping my point would encourage Rypley not to get stuck in that same mindset. Not that I assume he would, but, well, you know.
Alternately, I wanted to bring about the point that we get fixated on the idea that we have to be able to do all the work by ourselves. While it is good to be able to do that, it is also a bit inefficient, especially when you may not necessarily know how to do every last thing. The point is that, perhaps, if we can get the work done on our ends that we can do, we can let someone who knows better handle what we can’t, perhaps until we can do that work ourselves. I’m not sure what your learning curve was to get where you’re at now, but I have to believe it did in fact take some time to get you there.
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Thaeris,
I post was not intended to discourage anybody, just telling the truth.
We are a community, and we need to be honest.
The hugest part of the work is not to make the 3D model of the cockpit. Making the control interface is.
Sure, he can start a 3D model cockpit. But it wouldn’t be nice if nobody told him the truth.
But, I can understand that what I wrote might look upfront. It wasn’t intended to be so.
Regards,
Radium
Well i actually really understand what you said, Wich of course, Some of your points i already knew them by the time i wanted to make the cockpit, The avionics, Well, I have no knowledge of c++ nor programming, So, i think it’s going to be the default one (quite sad tho.)
I was thinking of using the default viper pit as a base and the modify it (if that can be made) but i do need permission to modify it.
Regarding to modelling, Well i have enough time to learn the 3ds basics, i know a bit of the buttons functions (Wich i thinks it works using the vectors of the model to identify the place where the button will be, Correct me if i’m wrong.)
And even that a few points gave me disapointment about my project i will not be dissuaded, Atleast i want to make the best f-16A cockpit in the forum, I’ll ask help for the pit in the right moment, And i think i gotta do a few adjustment to the model to make it compatible with bms, Wich in this case is the lower TGP viewer(i think that’s what it is?), I will have to add like a button frame to make it more realistic rather than just clicking in the screen like in the A-10 pit.
So well, To finish this post let me tell you that this cockpit is a fact, Because i’m planning to make a theather:Venezuela vs ________–>you tell me the country that is going to fight, And this will make my f-16A mod more awesome (Of course i’m talking of my W.I.P skin for the janhas LVIII model!), So yeah have a good day/night. -
Nice project, Rypley.
I think doing an A- pit is a good thing, even it’s not
code- supported as yet.
But if you do it nicely then there might be small chance
that a coder might dive into it.Extracting the defaul viper pit with an old tool (in small heaps)
would only give you the mesh, but no spots for knobs and switches.
UVW mapping and texture assignment is also lost.… will say it’s not worth the effort.
Better do your own from scratch and be proud of your own work
in the end.Regarding modelling, with enough time and will to learn, IMHO try
to get your hands on 3dsmax 2013 or 2014 and do your pit in 3dsmax.I’ve seen to many “other modelling software” projects which got
stuck when it comes to importing that model into 3dsmax to prepare
it for .LOD export.Here is a howto for the switches:
Want more to read? … follow “Exporter Downloads” link in:
https://www.benchmarksims.org/forum/showthread.php?6009-3DS-Max-Exporters-for-BMSGodspeed!
Cheers, :yo:
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Hey Rypley. I find it very interesting that you are going for an A model. I have been using 3ds max for quite some time and I think I might have a 2013 version somewhere. Getting the model from blender to 3ds max with UVs and stuff shouldnt be a big problem nowadays. FBX and OBJ are great exchange formats. Getting the switches ready for LOD export looks like a pain though… If it is possible to export the recent cockpit, you could load in in blender. I dont use blender but if I was to do in 3ds max I would just snap the new polygons onto the existing model. Recreating UVs is also not too hard if you use planar mapping. Maybe someone can export the recent cockpit for me so I can have a look at it? But what I dont understand is for my non-coders mind it is like the F16 we have now, its the F16 C/D Block 52 right? With all the upgrades that were added over the years. So for my naive mind it would be to take the C/D model and remove those features? Are the avionics so different? Did it make such a difference how an A model flies compared to the C/D?
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Are the avionics so different? Did it make such a difference how an A model flies compared to the C/D?
Well darkman, The avionics it’s far diferent from the c version, I.E: there’s no HAD page and well, The stores configuration manager is a letter display, Unlike the c MFD wich is a tv.
For the flight well i can’t really tell, I’m doing this just for fun and because i hate to fly an f-16A with a C cockpit, It’s not realistic.
Anyway here’s a photo of the cockpit in blender (practice about getting good dimension and so.) -
Here a pic of the A variant cockpit with everything online. Weapons management on the left, radar between the legs. It was really futuristic when it came out!
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Here’s a wider view of a F-16A ADF cockpit. I can upload a high-res version if that would be considered at all helpful.
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Here’s a wider view of a F-16A ADF cockpit. I can upload a high-res version if that would be considered at all helpful.
I believe it will help me on texturing if it’s clear enough.