After doing dozens of FS9 > FSX/P3D AI model conversions I thought it was time to build my 1st AI model. I chose the mighty Hunter because there are no true AI models for P3D available, the amount of variants/textures is not too complex and I can use the excellent Simshed flyable model as a blueprint. My goal is to make the early MR1 and several MR2 variants (also with Sidewinders, laser/boz pods).
I am using Blender with the fsDeveloper FSX/P3D plugin, the model has 3 LODs, I managed to keep the highest LOD triangle count below 7000 and only 27 drawcalls.
Last edited by hschuit on 02 Jan 2021, 15:20, edited 1 time in total.
Henk, this looks awesome! I think you nailed the model.
Cheers,
Martin
________________________________________ The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
Jim, in the screenshot you see a mix of parts for early/late models, I have made 2 sets of wings (podded / non-podded), I will make sure the release models will have the correct configurations.
hschuit wrote:Jim, in the screenshot you see a mix of parts for early/late models, I have made 2 sets of wings (podded / non-podded), I will make sure the release models will have the correct configurations.
Henk.
No probs, thought it might be, just making sure
Sent from my SM-A405FN using Tapatalk
"When all else fails, and your AI doesn't show up...... check the AI slider.......DOH!!!!"
Well done Henk. It certainly looks and feels like a Nimrod. You have captured that tricky fuselage double curve cross-section behind the cockpit particularly well. Look forward to seeing the finished result.
I hated the real thing, but it's great to see it returning to the AI stable in far more detail than the old UKMil version - which still performs sterling service for me in FSX.
I hated the real thing, but it's great to see it returning to the AI stable in far more detail than the old UKMil version - which still performs sterling service for me in FSX.
Not too much longer, I bet...
From mobile hence short
Cheers,
Martin
________________________________________ The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
Looks fantastic so far Henk I was lucky enough to go on patrol in one back in the day. So I may run a modern setup but there will be a Nimrod or 2 flying around in my sim that's for damn sure
Dan
"Cluster bombing from B-52s are very, very accurate. The bombs are guaranteed to always hit the ground"
The white-gray color looks great, I have never seen that one. I only knew the white top, blueish button paints.
They will be great company for the V-Force and Habus in my modern setup...
From mobile hence short
Cheers,
Martin
________________________________________ The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
Nice job with the texture Henk. 2048 textures can cause stuttering when several aircraft all come into view at the same time. You may be fine with Kinloss and St Mawgan, but you might want to test with individual textures before release.
John, thanks for your valuable advice. I hesitated between two 1024x sheets and a single 2048x sheet. I use mipmapped DXT1 format so the size is much less than DXT5. I just tried a 1024x downsized texture and to my surprise it does not look too bad compared with the 2048x version. Looks like I will keep the paint kit at 2048x and use that to produce 1024x textures for the package.
That's exactly what I do Henk. 1024 is absolutely fine in FSX and P3D for AI aircraft. 2048 textures need 4 x the storage space with a consequential increase in download bandwidth. Mipmapping certainly helps to prevent stuttering. I think 2048 textures are fine for specimen paints, but not for whole squadrons. I also like to consider users with more modest graphics cards.