Military AI Works • White Rocket - Page 2
Page 2 of 3

Posted: 30 Oct 2006, 12:30
by RipPipPip
Yes, right. IF a part is made of a semi-transparent material and then is textured with a non-alpha area of the main texture, then all should be OK. I mean those texture areas which have alpha grey could then be reflective (if "reflective" is ticked in makemdl.exe options, btw).

Posted: 04 Nov 2006, 02:02
by aerogator
Hey guys,

Here's the latest on the T38. I think I've finally gotten the fuselage close but the intakes are driving me nuts :x . Rip, I have been studying about texturing but nothing to show so far. That's a whole 'nother ball of wax :? . We're in at about 1050 polys as you see it now, so I guess thats about 2000 in the sim. I know I can lose some more as it stands, but there's still a lot more to do; no control surfaces or animations. I'm kinda stumblin' along in the dark but I'm learning... just hope I'm learning right :roll:

THIS IS FUN :D !!

Posted: 04 Nov 2006, 02:19
by reconmercs
well, she looks like a T-38 :) keep up the good work

Posted: 04 Nov 2006, 10:19
by RipPipPip
Very promising, Jake!

If you'll make your mind to look into my sources, then drop me an email to RipPipPip =at= gmail.com 8)

Posted: 05 Nov 2006, 21:18
by Psuls
And you can have a look on mines too - but okay, all I learned was coming from Rysiek :)

PM me if you wish so

Damn I can't wait to see Sheppard AFB with your T-38's and my T-37's :D

Posted: 05 Nov 2006, 21:46
by drmweaver2
T-37's? Did I hear T-37's?

Status? Any chance of a look see?

Posted: 05 Nov 2006, 21:58
by Psuls
drmweaver2 wrote:T-37's? Did I hear T-37's?

Status? Any chance of a look see?
Status : almost released in a new trainer package
Featuring :

Single and double pilot
taxiing with canopy open and closing on T/O
Flaps getting down one notch on T/O
wheel chokes, air intakes and exhaust covers, and remove before flight ribbons

Lot of Lod's (9) - Few polygons (2297 at max)

look at the previews section : http://www.militaryaiworks.com/preview.html

Soon at your best AI military Website :D

Posted: 05 Nov 2006, 22:59
by drmweaver2
Doh.... I saw those before.. memory fading rapidly due to alcho.. alcho.. aging.. yeah, that's it.. I keep forgetting things due to aging.

Posted: 08 Nov 2006, 20:47
by aerogator
Well, I finally put it in the sim (after fixing several compile errors). I've added a few animations but still no wheel wells or gear doors and as you can see, I'm still having issues with the texturing. There may also be some surface problems with the polys: see how the flaps and ailerons look? Rip, I stuck your A10 pilot in; hope you don't mind. Also, ACM is showing 2756 polys at this point. I was hoping to be a bit lighter but I know I can lose a few.

Posted: 08 Nov 2006, 22:58
by Psuls
Nice work Jake

For the flaps & ailerons, try to remove the smoothing of the "vertical" polygons (if any) hidden in the wing.

Posted: 08 Nov 2006, 23:15
by aerogator
Thanks Pascal, :D and I assume you mean the wide edges of the flaps/ailerons and also the associated part in the wing (what FSDS calls a "flap filler")?

Posted: 09 Nov 2006, 11:43
by Psuls
Yes that's right

Try to set polygon smoothing to"0" on these polygons, "1" on upper flaps polygons and "2" on lower.

Posted: 09 Nov 2006, 12:00
by RipPipPip
Yes ... do also:
Part -> Snap to scale.
This way those points much close to each other will get welded together.
This should be done to the wing before because the geometry will change a little and you may get unwanted gaps with flaps ...

As to the RWAI pilots - I'm happy that those guys will get trained in your T-38s now :lol:

Posted: 09 Nov 2006, 13:19
by aerogator
Thanks Rip :D . I've been using "snap to scale" on some parts and I've found you have to be very careful and selective about when you use it, but its a great tool and I've been able to get the geometry back by moving points around. I'm still learning about the "when" part :? . You get some unexpected results sometimes. :lol: Should all parts ultimately be "snapped to scale"?

Posted: 09 Nov 2006, 14:52
by RipPipPip
aerogator wrote:...You get some unexpected results sometimes. :lol: Should all parts ultimately be "snapped to scale"?
I try to use it for every part but ... yes, sometimes, when I put a big effort in a part I skip that "snap to" :wink:

Posted: 15 Nov 2006, 21:53
by aerogator
Here are a few pics. I've added gear door animation and have the canopies set with key frames but I have no idea how to make them open and close in the sim :roll: . I went back and read the posts in Wee's F117 thread but I couldn't understand it :?. I think the basic model is getting pretty close and I'd like to do some textures. Can anyone tell me how or point me toward a tutorial for adding panel lines, etc. and how to do the initial textures. I use PSP7 so if someone could hold my hand and get me started... :D; Also on the canopy thing.

Posted: 15 Nov 2006, 22:56
by MIKE JG
Looks fantastic Jake !

Posted: 16 Nov 2006, 01:56
by Firebird
I agree with Mike, Jake. It is coming on very nicely, keep going.

Posted: 29 Nov 2006, 16:34
by aerogator
OK fellows, here is the latest on the Talon. (and BTW, if you need to move this thread, go ahead) I have redone the fuse almost completely: more of a "wasp waist", smaller (and I hope better) intakes, lower and more realistic vertical profile, and more realistic wing location. Still no textures. If someone wants to take that on, it would be welcomed, otherwise I'll just plug along :roll: . Also need help animating the canopy and any other suggestions are welcome too :wink: .

Also, ACM is counting about 2800 polys. Kinda high but I intend to do eight or nine LOD's and maybe we can still lose some polys somewhere.

Posted: 29 Nov 2006, 21:17
by Weescotty
Looking good.

Don't forget the airbrake, on the underside to the rear of the main undercarriage.

2800 polys is great, mil aircraft are always higher than airlines because of the complex shapes.

To do the texture layout I'll need the model, can also add the canopy animation ;) .

Give me a break form the Kiowa Warrior.

PM'ed you my email address.