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Posted (edited)

f107_render2.jpg

I've been working on this for the last couple of days. I can model/unwrap/skin but since I have no idea how to animate or export (I can't get the 3W exporter to work with my copy of Max7) this to SFP/WoV, so would anyone be interested in doing these parts?

 

Also, do I need to model the actual hardpoints on the wing or are these submodels so suitable hardpoints from other models could be used? Also, what's the deal as far as polycounts go? This one is 3402 tris right now and about the only things not yet modelled are the underwing spoilers and the tiny tailskid, along with a couple of aerials and cockpit detail.

Edited by Julhelm
Posted

Nice looking model !!

 

There is a 3DS Max exporter for Max version 4.x/5.x and one for 6/7, there are reports that the 6/7 exporter does not work with Max 8. TK will come up with an exporter when they switch to Max 8.

 

As for the poly count, have you read the exporter notes? that gives you a base to start with. It also gives you the information about animation controllers supported, animation slots, frames per slot, etc.

 

You should find it in here, look for something like ThirdWire Utilities. I posted here with TK's permission.

 

In the notes, 6,000 polys is recommended, but that was done a couple of years ago. With the proper FlightEngine.ini mods and the correct hardware, I have been able to run models around 40k at 30 fps. But that is pushing the limits with some old hardware. IMHO if you keep it around 10-15k polys it should be able to run in most systems. So your model certainly is within the range, according to TK, the fps killer is hi-res textures, shadows are also fps killers.

 

As for Hardpoints, they are usually modeled with the plane model, they will not show up if the weapon is not selected in the game (if properly declare in the data ini file)

Posted

I've read about the animation controllers and frames, but my biggest issue is the fact I can't rig worth a damn, as I assume the game uses a skeleton for animation purposes?

 

As for polycount, I guess I'll just go add detail and smooth it out a bit since I have around 3k tris left to play around with. I think I'll model, unwrap and skin the plane, then someone with proper experience and knowledge should be able to get it rigged, animated and into the game :) I'm already having trouble learning the HL2 compile tools courtesy of the mod team I work for: Hostile Intent, which by the way should be featured in this site's "tacsim" section. It's much more realistic than AA or First To Fight :D

Posted
I've read about the animation controllers and frames, but my biggest issue is the fact I can't rig worth a damn, as I assume the game uses a skeleton for animation purposes?

 

As for polycount, I guess I'll just go add detail and smooth it out a bit since I have around 3k tris left to play around with. I think I'll model, unwrap and skin the plane, then someone with proper experience and knowledge should be able to get it rigged, animated and into the game :) I'm already having trouble learning the HL2 compile tools courtesy of the mod team I work for: Hostile Intent, which by the way should be featured in this site's "tacsim" section. It's much more realistic than AA or First To Fight :D

 

No skeleton here, just a plain simple Linear motion controllers. You basically select the mesh(es) that need to be animated, go the animationID slot, Tag the mesh, move a couple of frames, move/rotate the mesh, tag it again, repeat until you are done with the animation and within the AnimationID slot.

 

What 3DS Max version are you using? I have a document that explains how to transfer files across different Max version so we don't loose animation, coordinates, etc. 3ds format tends to loose data across, ASE is a better format

 

If you want help, contact me at capun1950 (at) yahoo (dot) com

Posted
No skeleton here, just a plain simple Linear motion controllers. You basically select the mesh(es) that need to be animated, go the animationID slot, Tag the mesh, move a couple of frames, move/rotate the mesh, tag it again, repeat until you are done with the animation and within the AnimationID slot.

 

What 3DS Max version are you using? I have a document that explains how to transfer files across different Max version so we don't loose animation, coordinates, etc. 3ds format tends to loose data across, ASE is a better format

 

If you want help, contact me at capun1950 (at) yahoo (dot) com

Check yer inbox, me friend.

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