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Author
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Topic: Now where do I go do that?
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Kraftwerk Pilot
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posted 12-23- 06:13 PM
I'm making the wings of my aircraft in Ac3d, as with the rest of the parts. Do I draw in the dihedral angle in AC3d, or just lay them flat and rotate them in OPS? I realize that merely drawing the dihedral angle into AC3d won't tell OpenPlane what that angle is, so I guess i have to define that somewhere in the sm-file? And, by the way, what's an okay poly count for a single engined one crew fighter?IP: Logged |
kopper JAG
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posted 12-24- 08:10 AM
For polys I think someone said under 800(?).Check out SV Baker's site his doc may have something on what you are asking. ------------------ Kopper Fortunae Nihil (Nothing to Chance) OPPs Making SDOE a Dangerous place. One plane at a time. IP: Logged |
Spanky the Mad Dog Pilot
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posted 12-24- 08:40 AM
Spanky here... Hi guys i thought it was closer to 1000 We REALLY need some sort of benchmark to shoot for I think we need some #s badly 1 crew 1 engine fighter multiple crew 1 engine fighter/bomber dual engine bomber/figher any crew 4 engine bomber also i asked a long time ago what are the things that most effect FPS and what order should they be in IE: POLY count Glass (i think alpha poly count) AI posistions FM and DM stuff like if i make a plane that has 2 times as many parts to be shot off is it going to be harder on the CPU and hence the FPS? The only person i think that really has this info would be MH. I'm not looking for any hard #s with either of these questions but more of some guidlines to follow. This shouldn't be too hard to do and make it easy to develop aircraft that can be flown by most people. Even on the lower end computers IP: Logged |
Kraftwerk Pilot
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posted 12-24- 08:50 AM
Yeah, I've been keeping a close eye on Sv's great page and have learned a lot from them. But, as in his example the Se-5 wing is rather special. I'm just building a constant dihedral angle wing. Anyways, regarding guidelines I'm working from: Optimise verts as far as it'll go. Recheck and check again the number of surfaces. If all the verts are coplanar, there is no need to triangulate (?) Make all surfaces one-sided except for canopy framework and cockpit area. This requires checking the normals often. Have no excess surfaces in the model, i.e stringers in the fuse. Work in a grid.Question: one poly is one triangle of a surface? Or is it the entire surface? So far, I have about 800 surfaces in my airplane. IP: Logged |
Sv Pilot
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posted 12-24- 01:31 PM
Hi Kraftwerk!The Dihedral MUST be done in OPS, not AC3D! I just re-built my SE5a wings from scratch to fix this LOL! The force the lift that is applied is based on the orientation of the wing LOD in OPS - you can see this if you have MH's debug version of SDOE - I should post this version of SDOE - I'm not sure it is still available. In this version you can see all of the force vectors in real time! Lift and Drag forces are drawn as lines in the direction to that force - the longer the line, the more the force. This verified that force is perpindicular to the surface's orientation. Also, 1 ploy is 1 surface. It is more efficiant to use squares than triangels, but be careful to keep them co-planer! If you look at the shipping planes you get a good idea of how to make low-poly count objects. I do think they use a special plug-in though to help optimise the LODS - I noticed that MultiGen Creator or whatever it is called has a cool plugin that reduces polycount nicely  (cheaters!)  ------------------ -Sv =FC= WWI in SDOE! IP: Logged |
Spanky the Mad Dog Pilot
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posted 12-25- 06:17 AM
Spanky here..It would be great to have a plugin that added a slider so you could increase or decrease the poly count we would be in heaven.  800 might be a bit high man
what is that including? remember gear gear doors gear recces canopy and glass control sufaces, the edges and such interior dashes, chairs, gun barrels bombs and rockets when attached bomb bays if any radio antennas little bulges for guns, mufflers, gear. it all adds up we still need some hard #s to work from can anyone run the planes into ac3d and get the poly count? that would be really helpfull
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Kraftwerk Pilot
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posted 12-25- 09:02 AM
Actually, it's 359 surfaces including front fuse, prop, spinner, canopy framework (outside only) left and right wings (two sections each) left and right ailerons and flaps both horiz stabs and elevators (flat poly) vertstab(one grid unit thick for ease of texture) rudder (ditto)What's left is cockpit glass gear gear holes and covers guns and to texture everything. Seeing as the P-39 is a rather "special" plane, with tricycle gear and huge nose cannon and CENTER mounted engine, I'm still not sure which aircraft to modify. I've made all the 3d drawing from scratch on template views, and it scales out okay. I have made a lot of polys one sided, to reduce the count. The previous poly count was due to that when I import lods into ac3d, I get multiple verts out of one vert so I have to optimize before doing any surface work. I'll be getting away with textures for exhaust stacks and bumps and doors and hatches for now. Questions: Is it best to have the spinner integrated on the fuse LOd or on the prop lod? And How do I most easily orient the Lod in Ac3d to spend less time moving and grooving in OPS? I've seen that the factory LODS point along the Z-axis in Ac3d (up). Do all Lods have to be oriented this way, regardless of how they are oriented to eachother in OPS? Also, I've drawn the whole thing in no1. white line. Is there any point to using other colors, ie. should they match the texture color that is intended to be put over it? Thanks and Happy Holidays. IP: Logged |
Kraftwerk Pilot
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posted 12-29- 10:03 AM
DOF WOES! I have been making good progress on the P-39, but everytime I modify an object (in this case, the p-38 prop) to work on the plane, it loses its DOF! It's there all lined up and pretty, but won't rotate. When I try to edit the nonexistent dof in OPS, OPS crashes. I've tried to add a centerline in Ac3d and using the DOF tool on that, but no luck. OPS says no DOF is recorded. I have OPS 1.0.3. Also, the vertstab is a compound shape that when assembled into the sm-file and viewed in OPS does NOT resemble what I drew in AC3d. I have replaces all level LODS, so it isn't a lower detail one showing through. It just draws a line from the top of the stab to the tip of the front root fillet, making it triangular in shape in stead of curved.IP: Logged | |