F-4 Phantom
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Ok how can i edit the “glare” of the afterburner in the model? anyone knows? Im sure has to do with an entry in the dat file …
Look at any F-16*.dat, then you’ll find “glare” data for single engine
in the “# Lights”- section:Light9Position -18.35 0.00 -0.45 # AfterBurner 1 Light9Color 0.80 0.65 0.40 Light9Type 10 Light9Radius 95 Light9Attenuation 0.060 Light10Position -21.35 0.00 -0.45 # AfterBurner 2 Light10Color 0.80 0.65 0.40 Light10Type 10 Light10Radius 95 Light10Attenuation 0.100 Light11Position -24.35 0.00 -0.45 # AfterBurner 3 Light11Color 0.80 0.65 0.40 Light11Type 10 Light11Radius 95 Light11Attenuation 0.200
Here is an example for twin engine:
Light9Position -19.90 -1.22 -0.05 # after burner left Light9Color 0.80 0.60 0.30 Light9Type 10 Light9Radius 20 Light9Attenuation 0.010 Light10Position -22.90 -1.22 -0.05 # after burner left Light10Color 0.80 0.60 0.30 Light10Type 10 Light10Radius 20 Light10Attenuation 0.100 Light11Position -19.90 1.22 -0.05 # after burner right Light11Color 0.80 0.60 0.30 Light11Type 10 Light11Radius 20 Light11Attenuation 0.010 Light12Position -22.90 1.22 -0.05 # after burner right Light12Color 0.80 0.60 0.30 Light12Type 10 Light12Radius 20 Light12Attenuation 0.100
… hope it helps.
Very nice job by all involved.
Cheers,
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Thanks a lot! Done and corrected!!!
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New 600 gallon tank (f-15 type) many years now the HAF Phantoms use this. Its the model’s i editing and porting original Tank. Edited fixed a little and voilla! The 370gal tanks are JanHas u can find them in his F-4C/D/DSK package. When i will release the Phantom the tank will be in the package.
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Manos, I really love your work and looking forward to see it complete. ( …Well, you know with what else… )
CONGRATULATIONS! -
Thanks a lot Atsalis.Actually it is complete just fixing details and waiting skins. Many people contributed and helped me to come this far. And i thank them all. Without their help i wouldn’t do anything!
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Ahem…. maybe you ask too much? heheheh Would be awesome to have something like this but then we will be too many Tris off the limit…
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Ahem…. maybe you ask too much? heheheh Would be awesome to have something like this but then we will be too many Tris off the limit…
Actually I’ve just found this nice pic and thought to post it here… I wouldn’t dare to request sooooo many polys/tris….
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Guys a little help…. I want complete dofing here… I need Gear extension/compression, gear strut/piston movement. In the current status the model only has the main parts moving. I know it is possible with translation/rotation etc dofs. but im not getting the point actually. I dont want render control etc (im not good at Mathematics ) I can use a simple schematic view on this and put the dofs my self or i can share the .max scene so someone will do it, i know i came this far with nothing and it seems quite stupid not to be able to do this but i cant.
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Anyway, to our subject.
After seeing this video and seeing many pictures as reference (also looking preety close my 3 f-4s i have home 1/32, 1/48, 1/48I edited/changed a bit the lef dofs. and the outcome is this:
I might lower a bit the center of the dof of the inboard slats as it seems too high i think. If you see closely the video the outboard slats ar not moving forward but they remain in the same position and rotating. only the back of them is moving up so i come up with the pics you see. As for the full rigged wheels im still waiting i can try later tonight maybe i do something but i cant promise anything
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You might want to check that mapping error I see on the last picture. Right 2nd half from that red line, above the engine. I see those screws and lines take a weird move to the right/back. There is also a small texture issue with the right aileron and spoiler.
Good progress overall! Keep up the good work! -
You might want to check that mapping error I see on the last picture. Right 2nd half from that red line, above the engine. I see those screws and lines take a weird move to the right/back. There is also a small texture issue with the right aileron and spoiler.
Good progress overall! Keep up the good work!Thanks Jan. This is a test skin (im not a skinner) i know theres some issues i need to fix. not only maping but some parts also are not as supposed to be…
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You might want to check that mapping error I see on the last picture. Right 2nd half from that red line, above the engine. I see those screws and lines take a weird move to the right/back. There is also a small texture issue with the right aileron and spoiler.
Good progress overall! Keep up the good work!Jan can i send u a .max of the whole wheel system to dof it for me? I cannot find the right order…. I tried almost everything without any progress. I miss something i guess. I’ve seen how u dofed yours but still even when i did the same didnt worked as it should. Right now in the overall progress Its the only thing missing is that, i managed to dof the main parts only,another one missing is the actuators of the Speedbrakes witch i think is kind of more easy and im very close to complete them cause they dont have too much moving parts i guess. Even that i tried to make the same sequence of dofs in the actuators of the undercarriage with no luck (of course different dofs)…
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I don’t think I’m a real help here if you work in 3dsMax and export the model as a LOD ready to be imported in the sim. I tweak the dofs in LE so they move like they should. An amateuristic way, I know, but I also never managed to get anything useful from that scene modifier and the manual was just a few lines of text and no real help. So I run with the things that work. Remember moving parts are ordered in serial and you start with the last part / farthest away from the plane.
This is how I did it for my F-4 main gear:
- Select wheel, add dof via modifier list. Place and rotate dof so the rotation is correct. Ox (x=dof, other letters resemble the parts)
- Then select the doffed wheel and the parts where the wheel is attached too. Add a dof and make the spot where the scissor hinge will be the rotation point for the new dof. Ox-x
- Next; select the wheel, the part the wheel attaches to and the lower scissor. Add another dof and place it where the upper scissor well attach to the lower scissor. Ox-x\x
- Select the wheel, the part the wheel attaches to, the lower scissor and the upper scissor. Add a dof to the point where the upper scissor will attach to the gear main rod. Ox-x\x/x
- Select the wheel, the part the wheel attaches to, the lower scissor, upper scissor and the gear main rod. Add a dof where the upper part of the rod is attached to the wheel well. Ox-x\x/x–|x
You end up with the wheel having 5 dofs in series. Keep in mind the rotation arrows of the dof and the way it will move. I hope it throws some more light on this (very unpopular to me) part of modeling. You might want to check the Mirage 2000 gear dofs for some good xdof values and it will give you a good idea of the movement too.
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Thanks a lot. Will try it and see!
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Still nothing… Weird Results but not what i want… Cant make it work…
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You might want to check the Mirage 2000 gear dofs for some good xdof values and it will give you a good idea of the movement too.
I am sorry Manos, but I am not a modeler. I was just wondering if you could load an existing model so you could learn how to reverse engineer the dofs. I am keeping my fingers crossed for this project. Good Luck!!!
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Well as i said in a previous answer. I have allready main parts ok but not 100% as i want. Im not cutting hope yet as is the model stands really fine for others i mean but im a maximalist thats why im still looking the details and thats why i want the 100%. And of course i have allready a tester witch feeding me with feedback and corections thats why it takes a while to be released. When every issue or glitch will vanished it will be released.
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:bdance: I think i find it… will test it tommorow and post the results… :bdance:
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Voilla! front gear done… On with the others now