View Full Version : Todays work :)
Apr 26 2002, 20:06
My todays 7 hours of work:
Its the Hawk Mk51, Finnish Air Force (ex-)attack- and training jet. As seen from the pic it has two seats, which makes it interesting http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
Still to do are: Proper cockpit, gears, slots under the wings, LOD levels, optimization and some details.
Apr 26 2002, 20:22
When you said you had the flu, I didn't know you meant you had then flew! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif Nice work Keg, again. Now, about the gears, I don't have the flu, so I haven't really had a chance to mess around with O2 yet. Do you know how the retraction system works? As far as I know, we don't have direct control over animation, but the engine has some built in for certain classes. I'm just wondering how you do it in Oxygen. Do you give it a closed position and an open position and the engine interpolates the motion over a given time? Can you control the time it animates over in the config? How about flaps? Air brakes? Do these all have some automatic animation and how do we access it?
*out of breath*
Nice work Keg!!
A question: you made it inside O2 or in another 3D modelling proggy and then imported it into O2?
Asking because I still dont get the O2 system of applying textures....3D Studio is my home...
And just a thought about the plane - you should reshape the nose!
Will you post it somewhere so we can see the hierarchy and LODs of airplane models?
Apr 26 2002, 20:46
I made it with 3D studio MAX, with oxygen I did some fixes and optimizations... It doesnt yet have any LOD levels except the full detail one and the "geometry" one for collision detection.
yes, the nose needs some work, and so does the tail... and the engine intakes also need some work http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/wink.gif
Ohh, and I have no idea how to make retracting gear, flaps, or anything like that yet... I will see to it when its the time to do them http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Apr 26 2002, 21:34
kegs, I can clearly see that you've got a custom textured model working in compiled state... http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Can you answer on my texture location post?
Apr 26 2002, 22:05
Wow, thats what i call sweet.
lol, all I gotta show for my 3rd day of oxygen usage is a coupla FREAKISHLY messed up OFP vehicles and a textureless LCM-6
lol, either I'm a slow learner or kegetys needs to get out more http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
Apr 27 2002, 04:26
kegetys! im stuck... need... help.... *faints*
Apr 27 2002, 06:32
Kegetys m'man....not to wish any harm on you or anything. But it seems like it could be a good thing that you are sick. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif I mean, come on, those damned sleds were the sh*t. I don't think anything gets any better then those. Keep up the great work man, you rock....
Apr 27 2002, 06:58
i no good on o2(me cant install viewer and i no see the put vertex button on the o2 screen)so i tried making a flying ball,however.it was quite cool! http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
Apr 27 2002, 08:03
Does it use same flight model as a10 and SU-25?
Antichrist: it cant have the A10 or Su25 fligt model - we dont have their MLOD models to see how aicraft LODs structure should look like....
Waiting for BiS class sample models....
Apr 27 2002, 10:41
FlipeR, he meant the flight physics model, not the model itself. Does it fly according to the cpp of the A-10 or the SU25.
Apr 27 2002, 11:19
It hadles pretty much like the Su25, except that its max speed is 1000 (Su25 has 800), it has most of its weight on the front and its wingspan is rather short... It turns very fast and is in overall a rather quick plane http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Im planning on putting two Sidewinders on it, so it can be used to destory air targets from a far range. And then some air-to-ground missiles and then of course the 30mm Adan cannon it has.
But right now im having a little problem with it... I made a pair of chairs inside the cockpit, and added a canopy glass. The problem is, that the chairs are not visible through the glass http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif Its apparently the same problem as with the windows in buildings etc, you cannot see anything through them. And I have absolutely no idea how to fix that heh...
Here's a newer screenie:
It has wheels now (rather low detailed) of which one even retracts, but it rotates into the wrong direction. The retracting gear group names seem to be "predni kolo", "levy kolo" and "pravy kolo". Predni means front, levy means left and pravy means right tire. In addition to those, the "memory" lod should have some pivot points for them I think but I havent yet found out the names for those....
Edit: oh, and I added the missiles under the wings by adding proxy objects named "proxy:ch_29t.01","proxy:ch_29t.02" etc. The ch_29t proxy is defined in the Su25 config.cpp.
I know that you cannot see poeple through the back-window of a jeep for instance (if you are not in that jeep), but that house-bug I did not realize yet. Maybe thats the reason why most of the buildings do not have real glass-windows, but only empty holes (besides that most of the houses are war-ruins already). It sounds crazy. You can see the pilot and the console, but not the seat. Did you use alpha-textures for the canopy, or is there another method to create transparency I don't know yet?
Till later, PSC
Apr 27 2002, 12:19
I think I saw a setting "translucent" in the faces/vertice properties, but i'm not sure!
Apr 27 2002, 12:35
The glass is done with an alpha transparent texture.
Apr 28 2002, 21:56
can the wheel animation also be used on a helicopter?
Airwolf: according to Suma and Marek -> NO, the wheels of a heli cant be retracted! Why? Dont know...
Apr 30 2002, 00:01
This addon is now released, you can get it from http://koti.mbnet.fi/stede/flashpoint/ http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Apr 30 2002, 01:13
Should I set up a mirror?
Apr 30 2002, 02:54
Ok here are some minuses
1) Flaps not animated
2) Impossible to take-off normally, only takes off when u hit some bump way beyond the landing strip.
3) Gun is shooting from where exactly?
P.S. Everything else is a big plus http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/tounge.gif
Apr 30 2002, 09:59
I tried it too. Great work Keg, you've been very fast making a full plane. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
I love the flight model, the way it can do 10 barrelrolls a second and multiple loops. It made me play circus pilot and end up in crashes all the time http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
I agree with Antichrist about the plane is very hard to take off with. also, the 30mm gun sound is great when the trigger is held, but the old chopper vulcan loop at the end of the sound doesn't quite fit, as it's a different character sound than the first shot (the one you hear during autofire). Could you please limit the sound to the custom bit in the beginning? that part is cool.
Then I think the Sidewinders are way too good. If you have airlock on a Hind, you can fire from almost any direction and it will hit and kill the Hind. Perhaps the maneuvrability is too high and perhaps the damage too. With lower maneuvrability, atleast a bit of aiming is necessary, which would make it more balanced.
Overall a great plane. Flightmodel rocks. http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Apr 30 2002, 10:13
Well u can probably can hit Hind with Sidewinder no matter where u looking but if it moves even couple of metres the missile just gonna miss it
Really good job! Thanks a lot. I cannot say if the flight-behaviour is realistic or not, since I've never been in a real fighting-jet yet. But your jet really simulates the impression of flying well.
I've made it to take of using every single meter of the runway. But it was pretty close anyways (you guys know that you have to use the flaps for take of as well).
Till later, PSC
Apr 30 2002, 12:06
Jet engine sounds cool too. Don't know if it's just the original one with higher pitch, but it has a nice thin hiss to it - I like that.
Apr 30 2002, 12:13
And it creates pretty scary sound when you fly too close to the ground http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/biggrin.gif
Apr 30 2002, 12:20
Yes, the engine sound is just the original jet sound with a bit of pitch added to it. But, when you go fast in OFP, the engine seems to add an extra wind "whooosh" sound, which happens rather easily with the hawk as its so fast, and that makes it sound even better http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
The takeoff is a little problem, but with flaps it takes off just barely from the big airports in Everon and Malden. The reason why it doesnt take off as easily as the other planes is because it has most of its weight to the front. If it wouldnt have that, it would fall over to its back http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
The sidewinders were a bit tricky to make, the OFP homing code doesnt seem to suit AA missiles that well. Even now with their huge manoveurability they miss their target often if its moving fast. Even a hind can evade it by going upwards if the pilot is lucky http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/smile.gif
Apr 30 2002, 12:44
Are you going to animate flaps?
Hey Kegetys, I've found kinda serious bug on your plane. I'm probably not the first who told you, but anyways I will do: If you raise the gear while the plane is on the ground, it floats like a hoovercraft. This does not happen to original planes like A10.
Til later, PSC
P.S.: Besides, do you continue working on that plane. It would interest me to know if you will add some new features like flaps/airbrakes/rudder animations...
some advice.... on the first model you made the sidewinders weren't very accurate.... even if i was directly behind the target it would follow but just before it got to the target it would just fly over the top of it for no reason, Its a bit too heavy, like the others have said its very good well done but we will need to see some animation on the plane...
Airwolf: im sure if you use the same animations from the planes wheels you should be able to retract them... maybe im wrong, but it sounds pretty stupid that it wont allow it just because it has a heli's characteristics
May 5 2002, 20:11
I've also noticed the relative difficulty in taking off. The other odd thing I noticed is that sidewinders can lock onto ground targets (but not that accurately)
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Airwolf: im sure if you use the same animations from the planes wheels you should be able to retract them... maybe im wrong, but it sounds pretty stupid that it wont allow it just because it has a heli's characteristics[/QUOTE]<span id='postcolor'>
if BIs says that it does not work, then it doesnt if it would have worked or works the hind should have it to so http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/confused.gif
May 6 2002, 09:19
trust BIS's words,Airwolf
Anyway,Kegetys?can i edit the model,change textures,change config for your plane?and give u credit?
because i seem to have done that,fiddle with the config and the taking off is much like the a10 or su-25
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