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Author Topic:   OpenPlane ?
Laika 801
Pilot
posted 01-27- 09:33 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Maybe a stupid question, but I dont look throught the whole OP stuff now (I mean I didnt understand it). The I16 Ishak is just a small/short plane and I thought I didnt need to model an extra object for the tail (cause the I16 didnt got a tail or just a very small/short tail ?!?). In OPS I took the P51D sm and wanted to replace the LODS and the do the FM stuff - But the tail got alot of properties (for damage I think) and I think I cant remove this and just copy/paste the childs (rudder,horzstab,...) back to the sm file. So what should I do - break up the fuse-object into 2 objects to make a tail or learn OP ?

I think its not very effective to learn all the OP stuff cause I need weeks or months to get things working (other guys do the same in 2 days). In this time I could model and texture 1-3 planes in 3ds - I just want to say modelling is my thing but I´m a dumb one in OP stuff.

I know all you guys work on your own projects for the contest BUT IF someone is interrested to do the basic OPS structure for the I16 - please send a message in here ! I think this is a faster way to get planes working (I also plan to release the basic I16 sm file as a beta to the public so all FM gurus can modify it till it flys correctly.)

excuse my bad english - hope you understand what I mean :\

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Sv
Pilot
posted 01-27- 10:02 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
You do want the tail to be seperate, that way it can be shot off

Also at the very least the horizontal stabalizer/fin/rudder/elevator should all be their own parts to allow the flight model to be set up.

Planes made out of many smaller parts is the heart of OpenPlane.

I would imagine that after the contest there will be more poeple who are willing and able to take your 3D work and turn it into OpenPlane aircraft. People like me like OpenPlane more than 3D editing

In the meantime if you are modeling a 3D plane please make sure you keep seperate parts as seprate objects. So you should have a fuselege object, a canopy object, a top wing shell object, a bottom wing shell object, a langer gear object, a wheel object, etc. etc.

If you do this it would be very easy to turn your plane into a flying work of art!

------------------
-Sv =FC=

WWI in SDOE!


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Laika 801
Pilot
posted 01-27- 10:37 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Sv - all the objects of the I16 are seperate right now: rudder, Can_1, GL_1, GL_2, Amature, tailgear, leftWheel, elevatorR, rightGPi0, rightWheel, rightGCo0, rightGPi1, rightGCo1, GunsL, GunsR, rightAiler, vertStab, Fuse, RWFuse, rightWing, RWTip, leftAilero, LWFuse, leftWing, LWTip, horzStabR, elevatorL, leftGPist0, leftGPist1, leftGCov1, leftGCo0, horzStabL

..except the tail (cause the fuse of the I16 is so short...)

Each object contains 2 or more elements (I had to split up the objects into elements for texturing...) for the top/bottom or right/left side of an object - so it is no problem to reconfigure the whole model structure even to single polygons/faces (if someone wants that )

I still had to model/texture the interrior of the plane (should I model a stick?), the damage parts (?) and the shadows (?) and Weapons (RS82 Rockets...), maybe also external fuel tanks (for the large maps )
This will take a while (but not sooo long )

Sv- I will read your last sentence every day - makes me feeling better

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Sv
Pilot
posted 01-27- 12:17 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Keep the tail as part of the fuselege - you are right - that makes sense for you.

What 3D program are you using? If you are using 3DSmax then pay no attention to me - I know you can import objects more effeciantly into OPS from 3DSmax (with textures and part locations I think!)

I only suggested keeping wing top/bottom split (and fuselege left/right split) for texturing purposes. If you have it textured it is even easier to import it into OPS! Texturing takes most of the work for me.

For the intererior just do this: make a floor, inside walls (can be flush with outer fuselege polys if you want) and an instrument panel without the instruments. Also model the canopy glass as a seperate object. I am not great with canopies as my planes do not have them

You can model the stick if you want to.

As far as the damage parts, these are not needed! None of the shipping SDOE planes have them, just the WWI planes. There are some little damage parts like the inside of the wing root that you see when the wing is shot off. These are hidden objects only shown when the wing detaches. Don't worry about these

The shadow is very easy, don't worry about it.

I have never set up a loadout so I have no idea how to do this.

So, what 3D program are you using?

-Sv

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Laika 801
Pilot
posted 01-27- 12:50 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
I use 3ds dos (old version - not MAX) and got the possibility to use MAX sometimes (just for the export to OBJ format). The loadout should be no big problem (I got an doc on this somewhere on my HD) also the shadows and stuff.
So when I didnt got a tail object what to do in OPS (cause there the tail object is the parent of the stabilizers and rudder) ?

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