Posts by MDIvey

    I know a handful of people other than IPACS staff have successfully created aircraft for AF2 (Sylvain, Steve, Kai, Dino and Krystoff come readily to mind). The most challenging area seems to be the creation of the necessary config files and most of us will readily admit that any headway that is made is in no small measure facilitated by help from IPACS' Jet-pack (Jan). He is heavily involved with a master's thesis at the moment and will no doubt not have as much time to help us out. What I was wondering is is there a willingness to share what has been learned and help each other whether for payware or freeware projects in a sort of self help group😀 I'm very much in the early stages of learning the ropes myself and will no doubt have questions... but also have stuff that I can share. For example I have created a spreadsheet to work out normalised vector data and pivot points from the coordinates of two points ( after Jan explained the math involved)... found that made things a lot easier trying to get control surface animations to work. Anyway let us know if you're in. We can make this thread a place to share learning.


    Matt

    I didn't actually Overloaded so thank you for mentioning it. I've re-checked a couple of the sources I've been using and they do say that some late mk1a aircraft had the blown canopy and fishtail exhausts so is it possible perhaps they had limited application to earlier marks of Spitfire?


    Matt


    Preparatory to doing the Spitfire materials I've been adjusting the Buffalo textures to try to tone down the gloss... current appearance I really like. Also some tweaks to prop fade. Getting there.


    Matt


    Spitfire Mk1a exterior model finally tested in the SIM.


    Matt






    Late version with fishtail Exhaust and Blown canopy...


    Matt




    Just the Wings left to do now with panel and Rivet details...


    Matt



    Spitfire 1a is pretty much done externally now apart from a few small details I missed like the pitot tube and Nav lights. Then on to the pilot and aerofly materials. I'm looking forward to seeing what it looks like in the SIM. I've built a few additional variation parts like the fishtail exhaust and fully blown canopy glass that was used on some late 1a aircraft. Also the streamlined mirror shroud (as it seems DWK has it). I'm not sure if it will be practical to implement them all in the final product as AF2 doesn't (as far as I'm aware) provide a means to hide and display individual mesh objects but we'll see.


    Matt


    Thanks to Jan's hard work the Buffalo is flying well, although it will be nice to see someone sat in the office.


    Matt

    Sorry for not posting for a while but progress is being made behind the scenes.


    Firstly... Jan has got the Brewster functioning at the current level nicely just needs some tweaks to the Prop sync and then I will show some more pics of that.


    Secondly the Spit... External model is mostly complete and at the moment I'm working on the texture art. Panel and Rivet lines take a long time... they wont be this prominent in the end … I just need them to be so at the moment so I can see what I'm doing. Done some internal details in readiness for the Pilot figure which I've also started on but too early to show any of that. That's all the news for now.


    Matt


    Been playing about with the colours, shine and I've taken the propeller disk off for now so you can see the engine. The model is efficiently built so the detail doesn't mean it has a huge vertices count... it may all come in at less than the SDK DR400 depending on my work on the pilot and VC. The Spitfire is even less.


    Matt





    thanks Jan for advice.... i will give it a try when I get a chance.


    Matt


    Well it worked after a fashion. It way to shiny, and the exporter is not generating a preview image and I don't know what's up with the object "PropellerDisk" but that's a problem for another day. Thanks Jan.


    Matt

    I've spent a very frustrating day (as have others I gather with their projects) trying get the buffalo to materialize in AF2 without success. Here are text version of the tmc, tmd files I'm currently using, and the tm log, in case anyone can see what I'm doing wrong... but generally I'm getting no preview image and when I load the Buffalo into a flight AF2 either crashes or loads the C172. At this point I just want to look at the artwork to see if it looks ok not get a finished configuration but at the moment I'm ready to throw in the towel.


    I understood from the SDK that the sound and physics sections could be copied from a similar aircraft so I tried the F4U but then the report just has a the unreferenced geometry messages for all my objects. I take those sections out and then the report is just left with the ugly names warning. but either way it don't work for me


    Matt

    thanks Kai... Ill try that out this week if I get time.


    Ain't that the truth Steve!


    I've been parousing what's been written about the config files and I'm wondering where all that data comes from.... for airfoils for example or the masses of the individual parts... I'm sure I can find the weight of the Buffalo overall but im blowed if I know how to find that out for say just the wing😀 I don't know how you did it all with your models. I have no training in advanced aeronautics😀


    Matt

    I reached the point today with the Buffalo where it's ready to put the exterior model into the SIM to see what it looks like. I gather i need to create Tmc file and a tmd file to do this. What is the most basic i can get away with here? Do all the objects for example have to have all matrix xyz data at this stage? If so what is it looking for.... the centre of the object in relation to the xyz 0,0,0 ?. Oh my... job for another day I think when less tired.


    Matt

    I thought you might like to see a couple of models I've been working on in AC3D that hopefully will one day find their way into Aerofly FS2. Let me say at the outset they will in all likelyhood be payware as I'm not retired and its difficult to justify the amount of time these creations take otherwise. Other than that my plans are fluid at this stage. I work on them as and when I can. External meshes are done and I'm now working on textures and materials. After that Pilot and VC are then on the agenda.


    Buffalo

    Spitfire Mk1a


    Another question I'll throw out there while I'm at it.... is there a quick way to identify if an object has any zero texture space on its UV texture maps?... maybe a plugin or something that I'm not aware of?


    Matt

    Hi can anyone help clarify for me what is involved in setting up Materials for AF2 models created in AC3D. I'm using the 32 bit version 8. There doesn't seem to be any way in the material UI to allow the addition of shader tags for example and my version seems to look different even to what Sylvain showed in his thread about problems with bump maps.


    Here's what I get when I open a material slot…

    This can be further expanded...

    I don't see anything here to relate materials to textures as Sylvain has done. I can add textures to objects no problem but I'm just having a job relating what I'm doing in AC3D to what I'm reading about in the SDK ref materials.


    Matt