WIP: F-14 B/D
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Maverick: “Goose, don’t forget rule number 1! Don’t forget rule number 1!”
Goose: “Rule number 1, say everything twice! Say everything twice!” -
Would this still be of interest to anyone? I can’t seem to post images or additional text as it is flagged as spam…
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@stingray_six_two said in WIP: F-14 B/D:
Would this still be of interest to anyone? I can’t seem to post images or additional text as it is flagged as spam…
of course ! we’ve been waiting for hi-quality tomcat for ages!!!
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I think that you can pretty-safely assume that interest in this project remains high…
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@stingray_six_two said in WIP: F-14 B/D:
Would this still be of interest to anyone?
[/lightning] He’s ALIiiiiiVE…!! [/thunder]
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Welcome back @stingray_SIX_TWO , it’s great to hear you’re still alive & kicking! I’m looking forward very much to your continued work on the F-14.
In case you need some inspiration, you can watch this great 2,5h documentary on “the Making of TOP GUN” here:
Lots of stuff you didn’t know about the movie, the jets, the actors, the music, the special effects & what have you (did you know that “slider” nearly got kicked off the boat a couple of times?!?), highly recommended.
All the best, Uwe
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@stingray_six_two YAY!!! Welcome back!!!
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@lazystone Close to the Schrödinger’s cat, dead and alive at the same time
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@topolo
We’ll only know if someone opens the box.Cheers,
LS -
Latest state is still the same, unwrapping and texturing at the moment. Also fixing all hard surface issues with the model, in some places there are normals that need adjusting or topology that needs optimization.
My stumbling block is still getting it through the editor into the game. I made that jump in another sim and figured out the editor but seem to remember that this step is only possible/feasible by moving the model to MAX and then to the editor especially to make the animations work. As this model has tons of moving parts (next to the gear there’s flaps, aux flaps, spoilers, etc.) that is a big point.
Not sure if there’s been any change to the editor for bringing models into the sim.
Even attaching images flags everything as spam - what is the deal with that filter?!
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@stingray_six_two
I often thought about you and the state of the cat, Pete!
Now we know the cat is still alive!To bring your model into the game, you can start to export it from 3dsmax to .LOD
without animations first, to check main geometry and textures.Then eventually start to place DOF Helpers in 3dsmax to create a simple animation,
like rudder for example.And sure, to create all animations and check them, one need to export from 3dsmax and check
the results in OpenGLLOD often.
Depending on the wanted results, creating all animations nicely can become very intense.
(BTW: make sure your .LOD is associated with OpenGLLOD.exe in your 4.35 \Tools folder,
do not use older ones)Maybe these topics helps you for generally .LOD export
https://forum.falcon-bms.com/topic/21097/help-needed-to-understand-3ds-max-lod-exporter?_=1636304956069https://forum.falcon-bms.com/topic/21266/1-project-3d-for-a-beginner-by-repman/63?_=1639561706826
For posting pics on the new forum from pic- hoster like imgur …
![alt text](https://i.imgur.com/F5nLr2S.gif)
I hope this helps a little.
Cheers,
LS -
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@stingray_six_two
There she is !!!Cheers,
LS -
@stingray_six_two Hello ! Great !!!
If you do not how how to, I can import it quickly ingame and show you the result
Cheers,
Radium
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@radium said in WIP: F-14 B/D:
@stingray_six_two Hello ! Great !!!
If you do not how how to, I can import it quickly ingame and show you the result
Cheers,
Radium
Good shout man! You have the model in your inbox, I sent it years ago. I’m assuming it needs materials at least for the editor? If you let me know the model state you need for a quick test I can prep it accordingly and send you the fbx? That is the format I use on other sims but appreciate you may need something else.
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fantastic…!!!
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Hello,
First, I want to tell it to avoid misunderstanding : it’s not my F-14, this is fully Stingray’s work !
So, here we are :
First, I want to recall that I’m not an expert of Blender. I literally hate this software, everything looks so complex and so messy compared to 3dsmax, (It’s only my point of view, I fully respect people who like it and feel happy with it )
It was very difficult to get a nice export of the bird. I had to download Blender 2.8 (I only had 3.0), to operate BMAX script, since there is no longer a built in .3ds export capability. Also, I never succeeded to export the bird to a common file format (.dae .obj or .fbx). I only succeeded to have some mesh by .stl, but it was too dirty to move on.
After that, I could have brought the Tomcat into 3dsmax, by using BMAX script + Script to button script. (3 hours to understand how to operate all of this).
Export itself was rather good, but I feel that there will be some some common smoothing issue, like on gunport.
I then found that some parts are missing, like in the cockpit.
Also, some parts are strangely distorded, like main undercarriage. I suppose that we will be able to export it separately.
To end, I had some normal issues, but this is rather common when exporting meshes. It’s moreover very easy to adjust.
@stingray_SIX_TWO My conclusion is that you’d better move as soon as possible to .3dsmax, to continue your beautiful model ! If you insist on Blender, you may have a lot of issues when exporting model + uvw, (and you will have a lot of rework in 3dsmax anyway). What do you think ?
Please check your inbox, I just sent you the .3dsmax file and the testing LOD. Don’t be surprised, I used my own basic textures to have something ingame : nothing is unwrapped :), and textures are totally irrelant !
Best regards,
Radiul
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@radium Wow man, sorry you had to spend all that time figuring it out. That said, I sure am glad you did!! Got your file, thanks so much!
Actually looks better than I expected, the model you have has multiple unwelded areas (like the Gunport, etc.) and some sharp edges which are evident in the screenshots.
Undercarriage I assume you’re referring to the bomb rails, it looks like a normals issue or surface is flipped on export, also familiar with that issue from my Blender export experience.
Exporting .fbx from Blender is made unnecessarily clumsy due to scaling and animation settings during the export which you’d miss if you’re not specifically looking for it. Struggled with that too as I do use .fbx on other models for other sims.
I have actually successfully exported my model to 3DS 2010 version, is that compatible?
I can relate to your initial response to Blender’s interface. In that sense, I’m the opposite having gotten used to it 3DS looks like Latin to me :).
I’ll have a look into this over the holidays.
Anytime, Baby.