Project Nissan: Int Dev Part II

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Project Nissan: Int Dev Part II

Postby Katahu » Wed Jan 25, 2006 9:34 pm

Ok, I managed to complete the dashboard and I'm ready to start on the center console. The console is the one where the stick, parking brak, and armrest are located. Basically, it sits on top of the car's drive shaft.

I have an idea for this project. I'm thinking of releasing two seperate packages when this project is over. One will have more polygons than the other so that the low-poly model will be more frame-friendly for those with low-end hardware on their computers.

From this point on, the only screenshots that will appear will be on my sig. It will be updated as the project changes from one major phase to another. That way, I won't hold down the thread with screenshots that can affect the loading speed of the webpage for dail-up users.
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Re: Project Nissan: Int Dev Part II

Postby alan_harmi » Thu Jan 26, 2006 6:04 am

Looking sweet...keep it up.
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Re: Project Nissan: Int Dev Part II

Postby Tom_M » Thu Jan 26, 2006 1:08 pm

The two versions idea sounds good 8) ...I'm a texture-artist kinda guy so there's a good chance of a repaint or two from yours truly after this baby is released;)
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Re: Project Nissan: Int Dev Part II

Postby Katahu » Fri Jan 27, 2006 2:12 am

The dashboard is complete and I am almost done with the steering wheel. Now that I am done with the seats and dashboard, I can finally focus on the smaller details like the levers, pedals, mirrors, things like that. I have also fixed the proportions of the front seats to better match the photo shown in my previous thread.

But before I go all out on the details, I want to make sure that my model doesn't have inconsistancies. I'll test that out by exporting the model and see how it goes in FS. Unlike my previous projects, this model will be exported using the Hierarchy Technique [no grouping this time]. That way, my model can fully exploit the benifits of the simple XML code. You'll find me more often in the Free Flight Design forums searching for answers regarding XML.

Once I am sure that the model is ok in FS, I will start on the details. Once that is done, I will either hit the books about setting up the dynamics files [I'm still struggling to understand them] or start applying the photo-real textures that I compiled together with Paint Shop Pro 9.
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Re: Project Nissan: Int Dev Part II

Postby SkyNoz » Fri Jan 27, 2006 4:22 pm

BTW Katau, will you make several models like this here. Like the rear spoiler the type of rims, enteiror, engine etc. That would be cool!! ;D ;)
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Re: Project Nissan: Int Dev Part II

Postby Katahu » Fri Jan 27, 2006 6:43 pm

Sure, I can do that. The Nissan, in real life, is a very flexible car and is designed to allow creativity.

Edit @ 27 Jan:

Umm... does anyone know a link that can lead me to Middleman and Mdlcommander? I can't seem to find those here at the V and I can't find them with Google.
Last edited by Katahu on Fri Jan 27, 2006 9:56 pm, edited 1 time in total.
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Re: Project Nissan: Int Dev Part II

Postby Katahu » Sun Jan 29, 2006 2:52 am

Well, I can still export without Middleman or Mdlcommander. However, I will still need them for applying reflective textures and light maps.

Anyways, the visual model is now properly sized in FS and the export process worked greatly thanks to a nice friend in the FFDS forums for giving me a helpful tip.

Now that the export is successful, I can finally start on appyling the rest of the details. I'll start with the rims, since those are also important to the looks of the car.
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Re: Project Nissan: Int Dev Part II

Postby Tom_M » Mon Jan 30, 2006 12:22 pm

;D Yay for rims! Some five-spokes would be nice!

Also... has anyone seen the Skyline R35? The basic version looks like a Tesco Value 350Z but the modded version is AMAZING- truy a car designed for creative mods :D
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Re: Project Nissan: Int Dev Part II

Postby SkyNoz » Mon Jan 30, 2006 7:26 pm

;D Yay for rims! Some five-spokes would be nice!

Also... has anyone seen the Skyline R35? The basic version looks like a Tesco Value 350Z but the modded version is AMAZING- truy a car designed for creative mods :D


R35......ugly-Yuk, I would like to see personally Katahu put togther some of the classics R32, R33 those were really Muscle cars of Japan, well what every Katahu can muster with all the work he has infront of him with that R34. ;D
Last edited by SkyNoz on Mon Jan 30, 2006 7:27 pm, edited 1 time in total.
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