Page 1 of 1

Fast Eddie

PostPosted: Sun Aug 19, 2007 11:50 am
by Falcon500
For all of those who care at all, I found another ship for my untold project I am work on in secret, Edward Ryerson or Fast Eddie, sleek ship, a "straight decker", fast, up to 19mph.

Image

Image

Image


the last image is form www.boatnerd.com





trying to model these ship is pretty difficult there are no blue prints or three views, the blue prints that do exist are just side views.... So most of it is just getting it to look close

Re: Fast Eddie

PostPosted: Mon Aug 20, 2007 4:48 am
by Greg Ebnit EApilot
Nicce. 8-) I see if I texture this one shell have to have a little more detailed paint. ;) You putting an upload together here Rob? Also I hate to be a polygon Natzi and the shape of that bow is beautiful but everything below about 1 or 2 meters of the water line can be cut away. On the non Natzi side I already see this texture coming together in me mind. Shall I plan on texturising her? :o This has some nice curves to her. nice work.

Re: Fast Eddie

PostPosted: Mon Aug 20, 2007 7:39 pm
by Falcon500
Yeah i was going to chop it off at the waterline once i decided where i wanted it. Yeah Ive been working on this for a while


Image


Image


Image

Re: Fast Eddie

PostPosted: Mon Aug 20, 2007 9:11 pm
by Milton
Not sure if you are interested but you could save a lot of polys by eliminating many of those cross-sections.  An easy route would be to add an Optimize modifier to the stack.  If you don't like the result, simply Undo it it or delete the modifier.  This is true for the ship and its topside containers.

Re: Fast Eddie

PostPosted: Mon Aug 20, 2007 9:44 pm
by Falcon500
you mean all those poly's between the bow and aft sections? can be done i think it only around 5000 poly's but i can check

EDIT 4360 poly's and 1088 on the "fuselage" hull

Re: Fast Eddie

PostPosted: Mon Aug 20, 2007 10:22 pm
by Greg Ebnit EApilot
Hey Milton. Always good to see you drop in and bestow some modelling wisdom.
Optimise modifier you say wasnt aware of that one. Niccce! :)

Re: Fast Eddie

PostPosted: Fri Aug 24, 2007 10:36 pm
by Falcon500
I think this is going to be a nice scenery DL someday Mr. Ebnit, so far we have 2.5 ships, and other small additions, Im thinking about doing something big at the ore docks near Presque Isle (northwest of Marquette) with ore dust and ore piles. Not sure though.

I might also make the Paul Tregurtha A little more detail and uploading it as a Sail'able have


Sure its not the highest quality but im enjoying this, and thats all that really matter for me  ;)

Re: Fast Eddie

PostPosted: Fri Aug 24, 2007 10:39 pm
by Falcon500
Here's an update, I know Milton no optimizer, yet............


And there a difference between the first pic in the last set and this one

Image

Re: Fast Eddie

PostPosted: Sun Aug 26, 2007 7:27 am
by Greg Ebnit EApilot
Got the file will paint this week. Sailiable nice idea DL niccccce. Have seen the dock at Marquette admittedly only at night but should be fairly easy to make a couple effects files for some dust. Although smoke effects dont seem to be working in my sim for some reason. Are the smoke effects working for the ships in your sim????
Saw the freighter loading at night on the way up to go hunting just north of Marquette. Forget the towns name ATM but got a nice 8 point that time. AAHHH good times good times. 8-)

Re: Fast Eddie

PostPosted: Sun Aug 26, 2007 8:46 am
by Falcon500
no the effects do not work.

and there are very few places north of Marqutte, maybe the Hancock out on the peninsula, the Baraga area is more west than anything.



:)

Re: Fast Eddie

PostPosted: Sun Aug 26, 2007 11:19 pm
by Greg Ebnit EApilot
Just looked it up Big Bay in the Huron Mts. I saw the smoke working on the PRT this morning when I took a flight to check out your scenery. It seems to work when ever it wants to for some reason. The wake effects are working though right?

Edit- Just noticed why the wake effects and lights arent working this morning when I took a flight I forgot to put the ship BGL in the folder. These freighters have to be placed using FS2002 Makemdl. FS2004 makemdl wont use the gmax specific materials named LIGHT_NAV. Also the smoke effects are placed using the Attach tool and exported with the FS2004 makemdl. The wake effects need to be placed by the XML docs that I sent just by entering the same Lat Lon and heading in the XML then drag and drop on BGLcomp. file wich creates the bgl to be placed in the folder. So that it looks more like this. Shot from the flight I took this morning.
Image