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Project 737 - 4th update

Posted:
Thu Nov 27, 2003 11:13 pm
by Moach
after a week of intense around the clock hard work, the external model is almost ready

i just need to fix a problem with the animations and i'll be ready to start building the DVC
take a look:


Re: Project 737 - 4th update

Posted:
Fri Nov 28, 2003 12:14 am
by Travis
That's really getting good! I was just wondering if you fixed the "crease" down the middle of fuselage, as it was in your last post? From those two shots above I can't tell.
Re: Project 737 - 4th update

Posted:
Fri Nov 28, 2003 5:37 am
by Moach
the crease is fixed now...
Re: Project 737 - 4th update

Posted:
Fri Nov 28, 2003 6:02 pm
by pete
Lookin' great! Don't give up!
Re: Project 737 - 4th update

Posted:
Fri Nov 28, 2003 6:05 pm
by Hagar
That's looking great. Well done.

One question. Have you tried exporting it? Might be an idea before going too far with it.
Re: Project 737 - 4th update

Posted:
Sat Nov 29, 2003 12:36 am
by Katahu
For me, I'm working on the Bombardier CRJ-700.
I always make sure to test the visual model before I go any further.
What I do is make a simple shell of the project-in-progress. You know, with the usual objects [wings, fuselage, stabilizers, etc.].
I then divide the fuselage into three sections. The Cockpit section, the Cabin section, and the Rear section. You'll see why.
I then export the basic model into its *.mdl format.
If there is an error with one of the sections of the fuselage [or other object], then the error log will tell me wich one of the section. Then I'll have to figure out which part of the section-in-question [or other object] is causing the so-called Collicated Vertices [this is what I usually from the error log].
That's why I divide the fuselage sections. So that I can further isolate the culprit.
Once all the sections are fine, I then attach them together and weld the vertices together. There, I am done with the fuselage.
I then do the same for any other major part of the basic model [such as the wings] before I add the details.
If I put in the details before I test, and if there is an error log, then I would get confused because of the large number of parts I have created.
So far, for my CRJ-700 for PSW, I have not recieved any errors ever since I fixed the fuselage.
If you are planning on animating your parts, then make sure you test those vital parts before applying any animations. The last thing you ever want is an error log pointing at your animated object. Then there will be a good chance that you might have to start over.
Re: Project 737 - 4th update

Posted:
Sat Nov 29, 2003 1:32 pm
by Moach
i have been test-exporting my plane since it was nothing but a tube with a windshield
there's nothing wrong with it in that area.....
but thanx anyway

Re: Project 737 - 4th update

Posted:
Sat Nov 29, 2003 1:32 pm
by HABU
I'm not normally one for airliners, but that looks great, well done.
Keep at it!
Re: Project 737 - 4th update

Posted:
Sat Nov 29, 2003 1:46 pm
by Travis
What's the polygon count on that right now? If its low enough, it will be a main feature of my AI system in the future.

Re: Project 737 - 4th update

Posted:
Sun Nov 30, 2003 6:59 am
by Moach
currently it has 24982 polys including dvc
the external model has 18126
i don't know if that's too high or not
but i'm getting 20-50 fps on FlightSim (no textures yet)
Re: Project 737 - 4th update

Posted:
Sun Nov 30, 2003 5:14 pm
by Hellhound
when do you think it will be up for download? that looks sweet. and how do you find the poly amount?
Re: Project 737 - 4th update

Posted:
Mon Dec 01, 2003 3:16 pm
by Travis
and how do you find the poly amount?
To find the poly count, go to the last tab on the right column in Gmax. There are several buttons you can push there, one of which is the Polygon Counter. Just hit that button and a window will come up, telling you how many polys are in the object you have selected and how many are in the scene total.
Re: Project 737 - 4th update

Posted:
Sun Dec 21, 2003 10:19 am
by Mike Thurman