Porsche Update - Part 2

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Porsche Update - Part 2

Postby Katahu » Fri Jan 23, 2004 8:18 pm

The other thread was started to feel a little huge. So I decided to make another thread.

These are the new wheel variations. These wheels are based on their real-world counterparts.

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Re: Porsche Update - Part 2

Postby Katahu » Fri Jan 23, 2004 10:30 pm

BEHOLD

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Re: Porsche Update - Part 2

Postby Mike Thurman » Sat Jan 24, 2004 6:24 am

HOLY SH***** !!!!!!!!!!!!!!! That is one H*** of a car!!!!!!!!!!! :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o
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Re: Porsche Update - Part 2

Postby BMan1113VR » Sun Jan 25, 2004 1:42 pm

looks awsome my friend!! love the gunmetal racing rims
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Re: Porsche Update - Part 2

Postby Katahu » Sun Jan 25, 2004 5:10 pm

I am just about done adjusting the aircraft.cfg file. All I need to now is export the visual model and try the car out in FS.

I'll post a in-game shot of the Porsche.
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Re: Porsche Update - Part 2

Postby Katahu » Sun Jan 25, 2004 7:02 pm

I have encountered my first problem of this project.

I successfully exported the visual model to FS and I then loaded up FS9 to see how things go.

Upon seeing the Porsche in the Aircraft list, I was satisfied. But the problem came after I LOADED up the flight at my local executive airport.

MY PORSCHE APPEARS TO BE THE SIZE OF MY AIRPORT!!!! :o :o

I thought I made a mistake with the unit setup. Nothing. The Unit Setup was in Meters. In the Preferences, it was 1 Unit = 0.0333 Meters.

At the bottom of the Viewports, it read "Grid = 0.33m"

I made sure that I scaled down the model and I made sure that the unit of measures in FS was in Meters.

I exported again [a very long process for a high-poly model] and I loaded up FS once again. STILL, it's too big.

I thought it was the Camera object that was causing the blowout in size. So I deleted the Camera object in Gmax and I then exported once again.

STILL, NOTHING!!!!!! The model is still huge. :-/

What the H377 is going on here? ??? >:(

EDIT: I am using Mdlcommander and Middleman as well.
Last edited by Katahu on Sun Jan 25, 2004 7:04 pm, edited 1 time in total.
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Re: Porsche Update - Part 2

Postby Hellhound » Sun Jan 25, 2004 8:02 pm

well, i had that problem with my aircraft, but it was about the size of the city (and it was a tank, lol) but i scaled it down to where i ould just see about the outline of it. try that. and set the scale so that the frid equals 1 meter and one unit equals 1 meter. but it will still need to be resized
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well of course! i'm trying to hit them!

always fight fire with fire... because you get a bigger one!
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Re: Porsche Update - Part 2

Postby Katahu » Sun Jan 25, 2004 8:06 pm

Ok then, I'll try that.
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Re: Porsche Update - Part 2

Postby Katahu » Sun Jan 25, 2004 8:42 pm

Sorry man, but that idea failed me too.

The more I export, the bigger it gets.

Right now, my Porsche is so big in FS that it outgrew Downtown Miami and its roof can reach the clouds. If I zoom out, I could the Atlantic, the Gulf, and almost Central Florida. :-/

I even scaled the porsche down to a really small size in Gmax, but no luck. Just bigger and bigger in FS. :-/
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Re: Porsche Update - Part 2

Postby Katahu » Sun Jan 25, 2004 10:01 pm

Come on, people.

I need serious help here. If I don't get help with this, then Project Porsche could be doomed.
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Re: Porsche Update - Part 2

Postby bkircher » Wed Feb 04, 2004 10:05 pm

need any beta testers in the future?looks awsome .will this car be in a red paint?
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Re: Porsche Update - Part 2

Postby bkircher » Wed Feb 11, 2004 3:25 pm

any news or new priviews?
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Re: Porsche Update - Part 2

Postby BMan1113VR » Thu Feb 12, 2004 12:08 am

any news or new priviews?

not sure if you heard, but Katahu joined the armed forces, so this project is on hold for right now
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Re: Porsche Update - Part 2

Postby bkircher » Thu Feb 12, 2004 9:44 am

shucks that sucks.
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