**Project Porsche Update**

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Re: **Project Porsche Update**

Postby BMan1113VR » Sat Jan 17, 2004 7:15 pm

Last edited by BMan1113VR on Sat Jan 17, 2004 7:19 pm, edited 1 time in total.
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Re: **Project Porsche Update**

Postby Katahu » Sat Jan 17, 2004 7:34 pm

How the h377 can you find those pics so fast?
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Re: **Project Porsche Update**

Postby Daz » Sat Jan 17, 2004 9:10 pm

maybe he has one lol
AMD athlon XP2800+ @2.34ghz
Epox 8RDA3G 400 fsb, 8x AGP
1024MB DDR400 PC3200
XFX 256MB FX5950 Ultra (oc 525/1.04)
40 gig maxtor 7200rpm
80 gig seagate baracuda 7200rpm
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Re: **Project Porsche Update**

Postby BMan1113VR » Sun Jan 18, 2004 3:45 pm

nope i own an rx-7, and i don't own a digital camera or scanner so no those aren't mine ;D

i had a friend who owned a 97 993 Turbo S, that i can "interview", but i don't know anyone (that i can think of) who currently owns a 993 GT2

i guess i am a good researcher
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Re: **Project Porsche Update**

Postby Katahu » Mon Jan 19, 2004 1:01 am

Bman, I like the pic that shows the whole steering wheel and guages. It's realy awsome.

It would be even more awsome if I had all the pieces of it to make a perfect photo-realistic panel.

I estimate that this project will take at least up to nearly September because of the following factors:

1. I'm interested to learn how to make custom effects files.
2. I'm interested to learn more about properly programing the sound files.
3. I'm also interested in making my own custom gauges.

But before that, I'll be making these:

1. Further animations for interior and exterior models.
2. Custom *.air file and Aircraft.cfg file.
3. Organized texture files.
4. Side and rear-view mirrors.

The rear interior was difficult to make. But after a series of tweaks, it looks a h377 lot better.
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Re: **Project Porsche Update**

Postby BMan1113VR » Mon Jan 19, 2004 3:04 am

sounds good, and i bet you can get most of your answers somewhere on the forum

as for a problem you might see are the custom gauges, unless you know C++ i suggest you get in contact with a gauge specialist
as for custom fx, you can mix and match current ones, or even create your own, not quite as hard as gauges ;D

please let me know if you need help with anything
Last edited by BMan1113VR on Mon Jan 19, 2004 3:05 am, edited 1 time in total.
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Re: **Project Porsche Update**

Postby PSW » Tue Jan 20, 2004 11:27 pm

Hey Katahu,

That Porsche is looking Xcellent. Keep it up !

James
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Re: **Project Porsche Update**

Postby Katahu » Wed Jan 21, 2004 12:40 am

sounds good, and i bet you can get most of your answers somewhere on the forum

as for a problem you might see are the custom gauges, unless you know C++ i suggest you get in contact with a gauge specialist
as for custom fx, you can mix and match current ones, or even create your own, not quite as hard as gauges ;D

please let me know if you need help with anything


Can you provide a link that can show me where I can find the SDK's for the FX files?
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Re: **Project Porsche Update**

Postby BMan1113VR » Wed Jan 21, 2004 4:11 pm

Sincerely,
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Re: **Project Porsche Update**

Postby Mike Thurman » Thu Jan 22, 2004 7:07 am

wow!!! Awsome Car Jessy!!!!!! I assume that you made it with spline moddeling techniques :)
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Re: **Project Porsche Update**

Postby Katahu » Thu Jan 22, 2004 11:21 am

The Spline is the only tool that allows me to make those curves. Try making those out of a box. ;D
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Re: **Project Porsche Update**

Postby Katahu » Thu Jan 22, 2004 7:54 pm

Latest Updates:

It took me some time to figure out how to model such a spoiler by using a primitive box. I finally got it. I set the iterations at 2 for good effect. But if you like, I can reduce the iterations so that it can be a little more frame-rate friendly.

Image

Image

Image

I have also carefully made the inner parts of the door.

All this work with a primitive 3-view image and a load of photos.
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Re: **Project Porsche Update**

Postby Katahu » Fri Jan 23, 2004 9:41 am

All that's needed now are the tires and soon I'll start on the aircraft.cfg and *.air files.
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