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Nimrod
Posted: 07 Jan 2013, 10:09
by brianf51
Hi Guys, Brian Franklin from Simshed here. I've never really looked into the AI world before but have recently become interested in setting up an AI Nimrod patrol fleet. I'll be looking to pick a few brains and see what is possible, I see Jim Rodger already here Hi Jim.
Any assistance will be gratefully received
Re: Nimrod
Posted: 07 Jan 2013, 11:55
by campbeme
Moved to correct forum.
Re: Nimrod
Posted: 07 Jan 2013, 12:26
by gsnde
Hi Brian,
If I remember correctly there is an AI model from UKMil available. But since I did not list it in my AI reference it is most likely restricted to UKMil Club members. I don't remember if it has multi-LODs or not.
Is that patrol fleet supposed to be for you or for a release?
Re: Nimrod
Posted: 07 Jan 2013, 13:09
by brianf51
Hi Martin,
If it is of a reasonable standard it'll be for release. I'm going to attempt to huge reduce the model size of my Nimrod to go with it and through in a few subs too.
Brian
Re: Nimrod
Posted: 07 Jan 2013, 14:04
by delbydoo
Brian it would be great for a freely available Nimrod, it's the only heavy that's really missing from a half-decent retro setup; I for one would be very grateful for it.

Re: Nimrod
Posted: 07 Jan 2013, 14:11
by gsnde
I second that!
Re: Nimrod
Posted: 07 Jan 2013, 14:13
by brianf51
I've already started it Daryl, AI is probably the one area of FS that I've never really visited and know sod-all about and it's going to be a learning curve for me so please bear with me as I make the mistakes I'm surely going to. I intend to make AI copies of all my aircraft. Should keep me busy for a while..
Re: Nimrod
Posted: 07 Jan 2013, 14:32
by delbydoo
Looking forward to it......some of the stuff that has been manufactured here has broken the bounds of a lot of AI modelling, the expertise is definitely here, alas not in my fingers, but painting - that's another story

Re: Nimrod
Posted: 07 Jan 2013, 15:15
by Firebird
Welcome Brian.
A true multi-LOD Nimrod would be most welcome. I believe that the difficulty you will have in staring with your full models will be stripping them down enough to a good LOD1 model. I have heard other modellers say that they prefer to start from scratch rather than modify the source of a full model. Whilst it will be easy to strip out certain things, like cockpits and insides, quite often a modeller doesn't feel comfortable dirtying up their nicely shaped fuselage into a 16 sided polygon and smoothing it.
Speaking as a non=modeller I can only go by what others say here.
You may be more successful than others here but it is something to watch for. The key polys target for a LOD1 model is 4-5K. If you get into that range then you have done well. I believe that there is also an art to creating the other LODs to enable a base full of Nimrods to have negligible impact of frame rates.
One thing to be very aware of from the beginning is that your paint scheme should be on one sheet, as when applying the colour you want he least amount of drawcalls as possible, i.e. 1 if practical. Something to keep in mind and address later as every drawcall carries an fps hit.
As there have been seen large models produced around here lately there is experience to help you out, JY and Mike G in particular.
Good luck.
Re: Nimrod
Posted: 07 Jan 2013, 16:18
by brianf51
Thanks Steve, thats exactly the kind of info I'm looking for.. It'll probably be a bit of starting afresh and some existing part modification but I expect to learn as I go along.
Re: Nimrod
Posted: 07 Jan 2013, 19:14
by miljan
Hi Brian,
As a AI modeler I suggest you to try from scratch.I tried couple of times with some finished models.Even when they are around 15k poly it can be nightmare to reduce them to less than 5000.Lts say that Nimrod will be good enough if in main LOD_400 has till 7000 poly with next LOD to be LOD_200.If you are dealing with 3D modeling program very well than you don't need more than one week of work for main model and I know that you can do it
Cheers
Miljan
Re: Nimrod
Posted: 07 Jan 2013, 20:34
by brianf51
Hi Miljan, thanks for the info. Can I also ask what animated objects make it through the AI engine - no sense in creating parts that don't do anything.
Re: Nimrod
Posted: 07 Jan 2013, 20:39
by Garysb
Brian Magic Mike is your man for the FDE as well
Make a good model brilliant
Looking forward to the "Mighty Hunter"
Cheers
Gary
Re: Nimrod
Posted: 07 Jan 2013, 21:35
by miljan
Flaps,Covers,flags,gear up/down for that typo of plane but you can add whatever you think is useful.Some authors add gear turning when taxiing ,slats if you have them.In general all these parts that are visible to move on the aircraft.So no need for switches
Whatever you need just ask.At least five AI model designers are here every day.
cheers
Re: Nimrod
Posted: 10 Jan 2013, 12:02
by jimrodger
Hi Brian, nice to see you looking at the AI world.
It's such a shame that the Nimrod would be part of our retro world.
If you do manage to get an AI Nimrod flying, I do hope you don't forget our three electric birds.
Any questions on the Nimrod side don't hesitate, anything else like modelling, texture I'm a total biff, but this is definitely the place to get the right answers.
All the very best.
Jim