Update on Project Porsche

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Re: Update on Project Porsche

Postby BMan1113VR » Sun Sep 26, 2004 1:00 pm

Last edited by BMan1113VR on Sun Sep 26, 2004 1:00 pm, edited 1 time in total.
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Re: Update on Project Porsche

Postby Katahu » Sun Sep 26, 2004 2:15 pm

HOLY CRAP!!! I have never seen pics of the Ferrari that close before. :o

You did a better job than I did. I did some searching of my own as well (in the unlikely event that you can't find any). However, the pics I found were just the basics. The ones you brought are way better than what I found.

Excellent job, my friend. :)

Here are some screens of the updated Ferrari.

Image

Image

As you can see, the most I could do for the interior was to make the doors. The pics I found didn't provide much info on the interior. But now that you found a great deal of pics [with close ups], I can finally start work on the dashboard, seats, and so on, with more confidence.
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Re: Update on Project Porsche

Postby Mozz » Mon Sep 27, 2004 11:34 am

Looks great, nice modelling, lots of work gone into it.
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Re: Update on Project Porsche

Postby Katahu » Mon Sep 27, 2004 6:21 pm

I made significant changes to the doors of the Ferrari by using the pics provided. I also modeled the floor and walls of the interior by creating a simple plane object and then extruding, beveling, and creating polys.

When I looked at the interior pics more closely, I realized that this is going to be one hell of a project. The dashboard seems pretty complex and this time THE ENGINE and its parts will have to made as well due its location and design of the rear hood.

As for the Porsche, I am trying to tackle a single issue with the contacts [in the Aircraft.cfg file]. The car seems to incline slightly to one side. As if the car is carrying a load on one side. I'll also check up on the station loads as well.
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Re: Update on Project Porsche

Postby BMan1113VR » Mon Sep 27, 2004 6:32 pm

if you need some pics of the engine, or the doors (how they open). . .let me know. . .

kind of dissapointed that i couldn't get any pictures of a ferrari this weekend. . .will keep an eye out though

p.s. remember on the wheels of the enzo it is a very unique "1 lug" setup
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Re: Update on Project Porsche

Postby bkircher » Tue Sep 28, 2004 12:35 pm

any chance of some screens of the porsche? and the ferrari looks out standing. i have a on board in the passenger seat video of it going around the monza corse in Italy and if some body knows how to do sound sets that would be an awsome start for it!!
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Re: Update on Project Porsche

Postby Katahu » Tue Sep 28, 2004 6:28 pm

Hey Bman, can you find a single pic that can give me a considerable view of the rear interior? I need to know how the back wall [the one that separates the engine from the seats] looks like. Right now, one of the engine pics of the Ferrari is giving me a slight clue.

As for the Porsche, I use to have posted a screenshot of the car not so long ago on this thread on the first. For some reason, it got taken out. It was a sceenie of the Porsche that shows it's relative size to the jetliner that you see on the 3rd posted message. I'll post another one in case it can't be retrieved.
Last edited by Katahu on Tue Sep 28, 2004 6:29 pm, edited 1 time in total.
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Re: Update on Project Porsche

Postby BMan1113VR » Sat Oct 02, 2004 1:05 pm

Hey Bman, can you find a single pic that can give me a considerable view of the rear interior? I need to know how the back wall [the one that separates the engine from the seats] looks like. Right now, one of the engine pics of the Ferrari is giving me a slight clue.
will see what i can find. . .give me a day or two
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Re: Update on Project Porsche

Postby Katahu » Sat Oct 02, 2004 1:07 pm

Here it is.

This is the updated model. I have added the animations on the door and on the wheels.

Image

I seem to have run into a problem here. And this is an in-game problem.

Whenever I switch to virtual cockpit, the interior model seems to be somewhat burried into the ground. I have set referance datum to 0,0,0 (Y,X,Z axis) and the eyepoint to 0,1,3 in the Aircraft.cfg file. The reference datum has been set in Gmax using the Contacts maxscript that I have downloaded.

I tried moving the interior model to a higher position in Gmax, but in the simulator the model still seems to be in its original location.

Can someone give me a helping hand on this issue?

Also, I have already set up the wheels so that the Stock Animations are only used [the kind that doesn't require key-frames]. I am using the tags c/l/r_tire_slow and c/l/r_tire_blurred. However, only the blurred tags seem to work while the slow tags don't seem to function. As a result, a blurred tire is rotating inside a slow, non-functional tire.

Can someone give me a refreshing answer on that?

EDIT: Pardon the wide image size. I have a widescreen monitor. Rresolution: 1280x800x32
Last edited by Katahu on Sat Oct 02, 2004 1:10 pm, edited 1 time in total.
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Re: Update on Project Porsche

Postby BMan1113VR » Sat Oct 02, 2004 1:08 pm

for now these are the best:

http://fast-autos.net/ferrari/enzo22.jpg
http://www.dieselstation.com/wallpapers ... zo-033.jpg

but there is 1 more site that i haven't tried yet, but it takes a while to go throught the archives, as they do them by show rather than by car
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Re: Update on Project Porsche

Postby Katahu » Tue Oct 05, 2004 7:17 pm

I assumed that my screenies were removed simply because they were too big. ::)

So, I have this nice screenie of my updated Porsche that is signifigantly smaller [about 25kb].

As you can see, I have been fiddling around with the contacts and I have aligned the navigation lights with the contacts in order to see the true locations of each contact.

Image

This was only taken while I was in slew mode. After I deactivated the slew mode, the whole model just went bazzirk [as in flying wildly around the sky].

I have the engine COMPLETELY OFF, station loads ELIMINATED except the pilot's weight, I checked reduced engine performance to nothing, and I have increased the cars weight to that of a 747. I did all that just so that the darn car wouldn't go out of control again.

But regardless, the model just spins, flips, and flies wildly as if the specs weren't changed at all. And the contacts [as you can see in the pic] are in perfect posistion. What is causing alll this mayhem? Obviously, I have completely overlooked something. I even dampened the wheels in the [contacts] section to 1.0 value.

And as a side note, the visual model doesn't want to get any bigger [no matter what I do in Gmax]. You can tell that it's too small by looking at the pic. Also, the visual model doesn't appear on the "Select Aircraft" display wiindow [The name appears, but not the model].

Am I going completely losing my mind here?
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Re: Update on Project Porsche

Postby BMan1113VR » Wed Oct 06, 2004 7:23 pm

I assumed that my screenies were removed simply because they were too big. ::)


not by me, but if they were too big, then yes that is probably the case
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Re: Update on Project Porsche

Postby Katahu » Sat Oct 09, 2004 12:00 pm

I must have struck gold.

On my way to the base library [where I now connect to the internet], I have stumbled upon a Porsche that is nicely parked close by. And it's for sale. Even though I'm unable to buy it, I can finally get some really good photos of the car. I'll see if I can contact the owner so that I can record sounds for the project [if I had digital sound recorder though]. It's not the exact same model as the one I'm working on, but it's close.

About my current project. I managed to properly scale the Porsche so that it is at its supposed size in relation to any aircraft. In Gmax, as I was looking deep into the visual model, I have realized that one of the objects still had a Meshsmooth Modifier that has not been collapsed yet. I looked at the rest of the model and everything else was fine. So, by collapsing that one object, not only have I been able to scale the mdl more properly, but I also got the mdl to show up in the preview window in the Select Aircraft screen.
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Re: Update on Project Porsche

Postby Katahu » Sun Oct 17, 2004 1:56 pm

Here is the new screenie on the Porsche's textures [after it's applied]. I used Adobe Photoshop 7.0 to put together the textures.

Image

It was quite difficult to make the textures wrap around the roof and rear-sides of the car. But at least I got it together.

I managed to get the more technical specs on the Porsche [engine performance, speed, weight, etc.], however, that is not enough to solve the erractic behavior of the model's dynamics.

I have already set up a *.zip archive of the addon-in-progress. If anyone likes to lend a helping hand on this issue, just drop me a PM with your email address in it and I will email the archive to you for study. I have been up all night trying to figure out the issue. When I started to go to bed, it was already 4 AM.

The screen above only shows the basic surface textures [without the Alpha channels]. I am already in the process of making the interior textures and preping the already-made textures with Alpha channels.
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Re: Update on Project Porsche

Postby bkircher » Mon Oct 18, 2004 12:20 am

very nice!!!! how is the ferrari comming?? cant wait for both of them!!
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