WIP F-16A/B Cockpit
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If you need them I should still have on my HD some photos of an Italian F-16ADF’s cockpit, including the side consoles
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Talking about texturing, if its possible to get pictures like the one Stratos posted will be extremely helpful. Taken with flashlight without any hard shadows produced from the the panel or canopy will prevent the necessity to do to much retouching. But just for my understanding. The F16 model we currently have in BMS. Does it have the flight performance like a real F16A but with the avionics of the F16C/D right? (and of course with a monochrome green F16C/D pit) ; )
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Talking about texturing, if its possible to get pictures like the one Stratos posted will be extremely helpful. Taken with flashlight without any hard shadows produced from the the panel or canopy will prevent the necessity to do to much retouching. But just for my understanding. The F16 model we currently have in BMS. Does it have the flight performance like a real F16A but with the avionics of the F16C/D right? (and of course with a monochrome green F16C/D pit) ; )
As far as i know yes, I hope a dev see this and confirm it.
Well sniper i’ll be glad of using your photos for my cockpit it will make my job more easy, If someone has photos of the A,B, ADF cockpit please post it here or send a link via pm, That will make my job easy. -
I found them some time ago, hopefully the can be useful for your project
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Thanks! really good photos! However i need more photos, Of course everyone can post it here
Now for the sake of realism the Radar will act as the 2nd mfd, And i’ll add buttoms sorrounding it to make it more realistic rather than just clicking the screen as i said before. -
Looking good. But what do you think about my idea to start from the point to export the existing cockpit tub to start with and snap polygons and new objects to it? It will save you some time to figure out the correct scale and placement of the parts that were not changed from the A to the D model. Maybe use blueprints to determine the positions of the objects that are not used in the D model any more. By the way, I just found my 3ds Max 2014
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Looking good. But what do you think about my idea to start from the point to export the existing cockpit tub to start with and snap polygons and new objects to it? It will save you some time to figure out the correct scale and placement of the parts that were not changed from the A to the D model. Maybe use blueprints to determine the positions of the objects that are not used in the D model any more. By the way, I just found my 3ds Max 2014
Well i didn’t get it at all, But if you’re meaning start using a existing cockpit tub, Well it could be more easy, But all the tub i search are from c version, And the A version has a lot of different panels and that will take more time at the end, However an empty tub is the right deal, Wich i have, Thanks to arty, But i need to download the 3ds max and well my internet it’s quite turtle, The real developing will start next week or so, But yea, Your idea it’s good and i’ll probably use it (because my modelling skills are far from good), If i see if it’s easier of course.
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I believe it will help me on texturing if it’s clear enough.
Here is a direct link to the full res photo - I hope it’s helpful!
https://s20.postimg.cc/9ohv0cq1p/ER-0352.jpg
(I purposely didn’t image tag it)
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Here is a direct link to the full res photo - I hope it’s helpful!
https://s20.postimg.cc/9ohv0cq1p/ER-0352.jpg
(I purposely didn’t image tag it)
well that was a typo…
I meant:
I believe it will help him on texturing if it’s clear enough.
thanx anyway for contributing.
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Here is a direct link to the full res photo - I hope it’s helpful!
https://s20.postimg.cc/9ohv0cq1p/ER-0352.jpg
(I purposely didn’t image tag it)
thanks tazz, It’s really useful!
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thanks tazz, It’s really useful!
Thanks Rypley, glad to be of help. Just note though that this is a F-16A ADF cockpit so it may be slightly different from an old-school Block 5/10/15 F-16A cockpit.
The photo is from 2010 and shows a refurbished, former ANG F-16A ADF in service with the Italian Air Force at that time. So the aircraft was fully AIM-120 capable.
This may cause the cockpit to be slightly different. Like there is a big red switch on the left side in the original F-16A that is no longer present in this ADF version. But I have no idea what that switch is for to be honest. -
@ Rypley. I dont wanna pass you over and your ambitious project modelling the pit from scratch, but I really would like to know what we already have, and I also would love to see a F16 A pit in BMS too I used to work as 3ds Max modeller some years ago (I quit modelling, I do computer animation today ; ) , and I think the first idea should be to reuse what’s already there, as you dont want to create a new pit from scratch but better create a variant of the existing one. So could someone please give me some hints how to export the actual F16 pit to 3ds max? I got so far to run LOD editor and to open up KoreaObj.HDR . Which gave me that window. Question 1: Where is the recent F16 pit or the components it is built of ? And question 2. where do I export it into a 3ds max readable format? Or is there a thread or a document which describes that process, please provide a link to it then. Thanks!
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Look in the hotlist it’s there.
Iirc the result you get is kinda useless. U loose all properties, uvw mapping, and even size is wrong.Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk
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360 degree view of an early F-16A Block 15C cockpit
http://www.nmusafvirtualtour.com/cockpits/CW_tour/CW-21.html
I do have a radar and avionics manual for if things get that far.
Shape and texturing of the pit would have thought initial priority.
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360 degree view of an early F-16A Block 15C cockpit
http://www.nmusafvirtualtour.com/cockpits/CW_tour/CW-21.html
I do have a radar and avionics manual for if things get that far.
Shape and texturing of the pit would have thought initial priority.
Damn! Now that’s really good, I have the military standard issue f-16A manual, But i’ not sure if the manual brings the radar and avionics part, Feel free to send me a link of those via PM
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Thanks Rypley, glad to be of help. Just note though that this is a F-16A ADF cockpit so it may be slightly different from an old-school Block 5/10/15 F-16A cockpit.
The photo is from 2010 and shows a refurbished, former ANG F-16A ADF in service with the Italian Air Force at that time. So the aircraft was fully AIM-120 capable.
This may cause the cockpit to be slightly different. Like there is a big red switch on the left side in the original F-16A that is no longer present in this ADF version. But I have no idea what that switch is for to be honest.Where? in the misc panel? If so probably is the Dragchute button
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By this day i’ve should post a few images to show you my progress, But due to electrical issues, It’s been quite hard to download the 3ds so, Maybe i can’t continue my job for a few more days, But, I’m still working on the deep layer (you shouldn’t about the existence of that, But i have to say the truth so yeah) of the project, But, What i’m meaning is that the project is NOT DEAD!
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Fingers crossed man. Like I already said, if you need something, let me know. I have been using 3ds Max quite a lot.
@Arty : Sorry I cant find it in the hotlist. Please can you send me a link to a thread or PDF where its described how to manage to export Objects from BMS to 3ds max. I would really like to see what we have. Migbusters 3D image is really great to do a camera projection on geometry whithout having to unwrap UVs. -
Fingers crossed man. Like I already said, if you need something, let me know. I have been using 3ds Max quite a lot.
Thanks, Really apreciated, By this time i have downloaded the 3ds max and i’m installing it!
Wich means in a few days i’ll posting pictures of my work!
I’ll let you know if i need something. -
I know @Rypley opened up a LOD to 3ds Max thread, but I want to keep the F16A Pit discussion here.
@Arty: So whats understood is, we lose almost everything. We lose the scale and the UVs. But what we still have is a nice low poly pit. Which is really valuable, because, we’re not talking about recycling a 3rd party pit, we want to recycle THE pit which is used and working fine in BMS. I opended up the SLDPRT files which need a lot of poly reduction work to be done before they can be used. And they also dont have UV coordinates.
My basic idea is, that instead of cleaning up that SLDPRT models or model from scratch and create UV coordinates, to use the SLDPRT tub to rescale based on it what we can extract from BMS.Workflow would be as follows: Everything that can be exported, will be exported into one single 3ds max file. Yes, again, without UVs and in wrong scale. But my assumption is, that EVERYTHING will come with the same exact wrong scale. Am I right? So you would group everything from what we exported in wrong scale, then find a cut out in the SLDPRT model for the radar for example and we vertex snap scale the whole export to it. As long as the SLDPRT tub is in correct scale we fixed the scale issue. As far as I can see we have all the textures as DDS files which can be exported to Photoshop. Most of them look like planar mapped to me. Which is very quick in mapping way 3ds max. Now the F16C pit can be modified to the F16A pit (also using the SLDPRT parts where needed)
But to prove my concept, I need some document which describes the workflow how to get BMS objects to 3ds Max. I understand that I use the LOD editor to open up the Korea.hdr file. What I find is for example the F16 exterior model. That can be exported as DXM file which I unfortunately cant open in 3ds max. So I need 2 questions to be answered I unfortunately cant find neither in the sticky threads nor via search function. Is there a list of all the parent IDs of the objects in LOD editor which make up the complete F16C pit? And if I export all of them to DXM file format how do I open them up in 3ds max , or do I convert them, or is there another format I can use for exchange.