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Posted: 09 Apr 2007, 13:39
by Dark Morelia
Best of luck with it mate

Posted: 11 Apr 2007, 17:42
by CrazyDunc
thx 4 the kind words lads,
ive just cut the cockpit out, andit has the inner skin so it doesnt become see through!
no canopy as of yet though
Dunc
Posted: 11 Apr 2007, 18:17
by MIKE JG
Dunc, how'd you manage the cockpit cutout, with a boolean operation or what?
Posted: 11 Apr 2007, 18:29
by CrazyDunc
well i aculy just deleted the points and moved sum to make the shape of the hole! tehn i cpoyed teh sections and fliped it so the visble section of the poly was pointing iwards so u couldnt see through the fuselage!

ive learnt alot, lol. now all i need to know is how to add points !

Posted: 11 Apr 2007, 19:19
by aerogator
adding points is easy. You just select two points on either side of where you want the new one to be and press 'control A'. If these two points are on the same line, the first point you add will also be attached to that line but subsequent points will be "free". Hope this helps. PM me if you have anymore "simple" questions.
Good Luck!

Posted: 11 Apr 2007, 19:49
by CrazyDunc
i need to b in point mode for this yea?
thx
dunc
Posted: 11 Apr 2007, 20:47
by aerogator
Thas a rog

Posted: 11 Apr 2007, 20:51
by CrazyDunc
Posted: 12 Apr 2007, 04:22
by MIKE JG
Jake I have a couple simple questions for you.
1) What does "snap to scale" do or what is it used for?
2) What does the "check parts" function do?
Posted: 12 Apr 2007, 10:41
by aerogator
Hey Mike,
'snap to scale' joins points that are in close proximity. Its really useful for joining fuselage sides, etc. However, it does distort the shhape some. You usually have to go back and move some points back to their original position. Its most noticable toward the nose and tail. But it eliminates unnecessary points.
As for 'check parts'. I have no idea

. Hopefully someone else will give us a lesson

.
Posted: 12 Apr 2007, 11:01
by RipPipPip
I see - Edit ->Check parts in FSDS3.
"Before we save it I suggest you select Edit and Check Parts for Non-Planar parts." from
http://www.abacuspub.com/ds/tutorial/FSDSTutorial4.htm
I do not use it either, because never felt the need but maybe it was just a feeling

Posted: 12 Apr 2007, 11:59
by CrazyDunc
Alrighty lads, its a start, look a hole for the canopy! hehe, might just leave it lije that i always did like teh wind in my face! jks
Dunc
Posted: 12 Apr 2007, 12:24
by RipPipPip
OK Duncan,
now you are getting closer!
PS. Just try to keep polygons as low as you can, it's a pain in the a** but it will pay back to ya
Refer to Aardvarker's Bible from time to time
http://home.sprynet.com/~drawlins/AI_ai ... craft.html
Posted: 12 Apr 2007, 12:32
by CrazyDunc
rgr, 959 polys atm, is tht to high or?
dunc
Posted: 12 Apr 2007, 12:36
by RipPipPip
Not at all,
my remark was just a generic one
But keep in mind that models do get fat when you start to add next parts. And next. And next

Posted: 12 Apr 2007, 13:08
by CrazyDunc
rgr, wilco, so fun! do i need to model gear bays? or can we use a texture tick to make them seem like there there?
Posted: 12 Apr 2007, 13:11
by RipPipPip
CrazyDunc wrote:rgr, wilco, so fun! do i need to model gear bays? or can we use a texture tick to make them seem like there there?
The second one, I would suggest.
Posted: 12 Apr 2007, 13:14
by CrazyDunc
ok so i just need the gear and the flap that goes over kl!
Dunc
Posted: 12 Apr 2007, 21:57
by CrazyDunc
Ok so i decieded that a canopy was appropriate cos 500knts of wind can b a bit much!

Still needs lots more work though
Dunc
Posted: 13 Apr 2007, 10:03
by CrazyDunc
Ok, a quick question, should make the gear as if there hanging down (as in lowered in flight ) or compressed ( on the ground bearing wieght) id luvv to but gear compression in this model cos the real hawks landing gear has a pivot point oon all the Landing gear that flex when it bears weight.
wat do u guys think?
Dunc