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The Landlords Projects (Read 6948 times)
12th Feb, 2008 at 5:41pm

jonbouy   Offline
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The current collection on the pending bench.

#1

The 'Jelly Bean' transport.

On another thread Mario dared someone to do this...

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...so sick puppy that I am, I did.

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Jonbouy&&Pro. Loudmouth - Amateur Spline Bender&&&&Specs: AMD Athlon 64 X2 Dual Core 4000+, 1024Mb 667mhz DDR2, nVidia GeForce 6150se onboard nForce 430, 160mb SATA Total, XP Pro SP2
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Reply #1 - 12th Feb, 2008 at 5:42pm

jonbouy   Offline
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#2

Fairey Hendon

1930's bomber, whilst unsuccessful in itself introduced many 'new' features to be found in the later 'heavies' used in WW2.  The idea for the production of the model was an exercise in learning to do VC's and interior views, development has been hampered by lack of accurate information on the original and other things taking my interest.

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Project Status: Stalled.
 

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Reply #2 - 12th Feb, 2008 at 5:43pm

jonbouy   Offline
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#3

Jabiru J400

A freeware commission to produce a version of a French Flying Club's latest mount. The model incorporated many techniques outlined by mesh maestro Gerard van der Harst featured in tutorials here.  It also introduced me to gauge development as many of the required instruments were simply not available.  Also, as it is the need of the school for the simulation to fly accurately to the handling notes it has been a great vehicle to learn about the black art of MSFS flight dynamics.

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Project Status: Late Beta testing
 

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Reply #3 - 12th Feb, 2008 at 5:45pm

jonbouy   Offline
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Rye, England

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#4

Supermarine Spiteful

The idea is to produce a 'full tilt' racer version for FSX Acceleration, but it is hoped to derive a Seafang, late Mark Spitfire and Supermarine Attacker from the project.

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Project Status: Early modelling. Start date Feb 1st 2008
 

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Reply #4 - 12th Feb, 2008 at 5:46pm

jonbouy   Offline
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#5

Druine/Rollason D31 Turbulent

Used by the nearby located Tiger Club (see here; Multimedia File Viewing and Clickable Links are available for Registered Members only!!  You need to Login or Register) for 4 ship flying circus type routines. A VW powered light sport plane.

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Project Status: Early modelling. Start date Feb 1st 2008
 

Jonbouy&&Pro. Loudmouth - Amateur Spline Bender&&&&Specs: AMD Athlon 64 X2 Dual Core 4000+, 1024Mb 667mhz DDR2, nVidia GeForce 6150se onboard nForce 430, 160mb SATA Total, XP Pro SP2
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Reply #5 - 12th Feb, 2008 at 5:47pm

jonbouy   Offline
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# 6

ATL 98 Carvair Version 2

A major rework of my debut model, which largely due to accurate flight dynamics provided for the aircraft by 'FSAviator' has become a source of many requests from virtual airline flyers and prop-liner devotees for an updated version.

Some technical manuals have become available via an expert authority on the aircraft so an FSX SDK specified version is getting underway.

Although there is access to some good ATL diagrams of the modifications to the tail the bulbous nose and the centre gear the best overall references for the airframe are for the DC4 itself, so the aim is to complete the DC4 airframe first and then do as accurate a conversion as possible from the ATL references and maybe generate an AI DC4 as a by-product.  No point in producing a full-blown DC4 as Jens already has that ground covered nicely. 

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Project Status: Early Modelling start date 09 Feb 08
 

Jonbouy&&Pro. Loudmouth - Amateur Spline Bender&&&&Specs: AMD Athlon 64 X2 Dual Core 4000+, 1024Mb 667mhz DDR2, nVidia GeForce 6150se onboard nForce 430, 160mb SATA Total, XP Pro SP2
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Reply #6 - 13th Feb, 2008 at 10:57pm

lionheart   Offline
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Amazing work Jonbouy!

Just wondering if possibly you will do the regular airliner as well as the CarVair?  Reason I ask is that the Silver Wings has a huge following and they would probably eat that up in fast order.

I remember Paco was going to do a Convair (I think its called) with 4 turboprops.  Awesome engines he made...   I thought right then that they might be a big hit.

Nice work man!

Smiley

PS:  I like those wingtips on the Carvair!  Nice spline derived constructions!

Bill
 

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Reply #7 - 15th Feb, 2008 at 7:44am

Paco Sanchez   Offline
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I want axis-driven animations
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Great, Jon! I love any kind of airplanes having more than three and less than five propellers Smiley.
 

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Reply #8 - 15th Feb, 2008 at 10:07am

jonbouy   Offline
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Bill

Jens BK has a beautiful DC4 already which I actually enjoy immensely and is one of my favourites so I doubt I will progress the Airliner much more than a lean AI version if at all. But I'm toying with the Merlin engined Canadair version (is it an 'Argonaut'? I can't remember presently) in which case that may well be a full blown airliner. (Apparently Chuck has some spare 'Merlins' complete with nacelles lying about in his back yard. Remind me to pay him a visit...  Wink ).

But the 'Carvair' will be in its original passenger configuration with full 21 seat PAX cabin, as well as the stripped out later full cargo version.

I notice that FSAviator has updated the FDE's for the Carvair and DC4's which are available from Tom's Calclassic's site. The notoriously bad ground roll in FS9 has been taken into account in the new dynamics  so unsticking from stationary will be more pleasurable I think, I'm off to try them out.

Paco;

Yep, I love the sound of a quartet too but I'd forgotten about adding detail in the engine area has such big consequences to the poly count as everything gets multiplied by 4...  Shocked
 

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Reply #9 - 15th Feb, 2008 at 10:21am

Paco Sanchez   Offline
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I want axis-driven animations
back NOW!!!
Vigo, Spain

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Yup, but remember if you're modelling for FSX that the poly count isn't that important anymore according to the valuable info posted by Fr. Bill among others. Draw calls seem to be the resource to save on.

In other words: if I understood well, one detailed radial will cause same framerate drop as four, as long as they are exact clones (including geometry, texture and mapping).
 

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Reply #10 - 15th Feb, 2008 at 4:04pm

Chuck Jodry   Offline
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Merlins , i like the sound of that .. Paco is right about those pretty poly's being something worth splurging on, in fact
for FSX i have more faces made up as screwheads than i used to use on an object the size of a fuselage ... and they dont get welded by the compiler into limp lifeless vestiges of their erect form , all together a standup situation .
So go ahead blow your wad all over those little details...
 

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Reply #11 - 20th Feb, 2008 at 12:41am

jonbouy   Offline
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Yeah, I read the info, but I don't think I understood the full implications, apart from the draw calls. So what your saying if I spend 10k triangles on the just one radial engine for FSX the rest will be cloned ? Is there something I should do to make that happen, like in naming the parts like lav_dump_valve_00, lav_dump_valve_01....etc, etc?
 

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Reply #12 - 20th Feb, 2008 at 4:02am

Paco Sanchez   Offline
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John, theoretically (if I understood well), if all four engines are exact clones, they should have the same framerate impact as being only one. But also remember that in FSX you can make extensive use of the new texture tecnhiques to make the engines look like ultra-detailed (now you have bump-mapping that can very accurately depict cooling fins without the need of modelling them, for example; same as every other nut and bolt. You also have a specular map to differentiate between parts of the engine made up of different materials -metallic, painted-).

If you choose to go for a detailed mapping, then what I'd do is to model just one engine, texture it, and once you're fully satisfied, clone the other three (cloning before texturing will not work, unless you compy/paste the UVW unwarp modifier from the first to the other three).

What I've done for the B-17 is to build one detailed engine in max, render it and then use this bitmap for texturing the four radials which are rather simple. It works if not seen from very, very close; but normally when getting that close the engines are already out of the viewable area.
 

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Reply #13 - 20th Feb, 2008 at 6:40am

Chuck Jodry   Offline
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Naming conventions no longer count for much more than a way to keep track of what a part is, in your case the cowl flaps, three prop nodes and the prop pitch nodes all can be animated but as all animation manager assignments are different for each engine the parts should only be tagged after they are cloned .

The Advantage in following the "old" naming convention to the letter is if you plan to build a model for passage through
makemodel with standard materials for FS9 release as well, but i admit to not bothering with names anymore and  end up with a number of lines , boxes , mesh and objects and make more use of selection lists than i used to.....Piss on FS9Multimedia File Viewing and Clickable Links are available for Registered Members only!!  You need to Login or Register
 

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Reply #14 - 20th Feb, 2008 at 9:05am

jonbouy   Offline
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Cool, so just cloning the textured duplicate part is the way to go, which is what I do for FS9 anyways, the engines, cowlings and prop assemblies ARE identical, Cowl Flaps forward, on all four engines, and then the nacelles are just two pairs, inner and outer (Mirrored).  So really making an individual cylinder / push-rod cover assembly texturing that and cloning them radially via arrays is gonna have the same cloned instance effect in the sim... Cool

I've got to grips with the freedom of naming and just use conventional part names for backward compatibility, but its great being able to name a part now actually that means something to Me, like 'discombobulater_00', 'discombobulater_01' or even 'discombobulater_w_lav_dump_valve ---  Wink

I can't wait to apply all the Mats' as I've even got diagrams showing all the skin panels (rivet counters beware!!!), and doing the DC3 Max > gMax conversion has given me an intimate closeness with the procedures, and I can actually bake some 'Ambient Occlusion' now, without it taking 3 days, only to find I have to adjust the settings!!!

<---- One Happy Bunny... Smiley
 

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