Update on Project Porsche

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Re: Update on Project Porsche

Postby Katahu » Tue Oct 19, 2004 6:30 pm

Well, I finally got the thing to stop going out of control.

As for the Ferrari, I haven't been doing much work on it recently. As you can see from the screenie, I was consentrating mainly on the Porsche. I was also busy setting up the lights for the visual model.

Image

Image

As you can see, the lights are reflected on uncommon parts of the model. What can I do to either remove or at least reduce that effect?

Now that the basic textures, model, animations, and dynamics are set, I'm open to any ideas and suggestions at this point.

Possible Main textures:

1. Flaring red [as seen above]
2. Blue stripes, white surface
3. White stripes, black surface
4. Plain Black surface
5. Plain White surface
6. Silver surface
7. Simviation and/or FS2004 Anniversary textures [if anyone can makea good one]
8. Grand Turismo 4
....too many ideas to list. ;D ::)

The model will be released as a Beta Version for those who wish to test it out and provide suggestions. It it scheduled to be available the day the US elections begin:  2 Nov 04.
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Re: Update on Project Porsche

Postby Travis » Tue Oct 19, 2004 8:27 pm

Uhmmm, about those lights . . .

Why haven't you made them as landing lights in whatever design program you're using?  The headlights would be the obvious choice, but you could also do the rest of them (taillights, turn signals, etc) with them.
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Re: Update on Project Porsche

Postby Katahu » Wed Oct 20, 2004 6:05 pm

I don't seem to like the idea of Gmax-made taxi lights anymore. Every time I create an object for a taxi or landing light, the same light in FS seems to always point straight down no matter which direction I point the object's z-axis in Gmax.

I figure that I might be missing something. I'll look over the tutorials to see where I went wrong.
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Re: Update on Project Porsche

Postby juri » Thu Oct 21, 2004 8:45 am

you'll have to make two objects for a single landing or taxi light and link them (parent-child). both must have their z axis directed into the "right" position.

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Re: Update on Project Porsche

Postby BMan1113VR » Thu Oct 21, 2004 7:55 pm

how about for a paint scheme: white w/ black stripes and some racing decals
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Re: Update on Project Porsche

Postby Katahu » Fri Oct 22, 2004 7:00 pm

I'm already making striped textures.

Image

The lights have also been successfully added.

Image

I'm already setting up the DVC so that the guages show up in FS. However, the guages I am currently using are stock FS guages and are only used as temporary ones until the custom gauges [made for a car] are available. The Porsche has 5 main gauges behind the steering wheel. The car-gauges I am looking for are:

1. Fuel
2. Tachometer
3. Speedometer
4. Oil Temp
5. voltage

The dash board also features a radio. The radio is important as well.

I could use the gauges from the Mercedes Veto Van and the CD-Player that is available in SimV, but that would make the DVC look too generic and it will also make the entire model look like it rushed. That is why I am hoping that some of you might be able to make custom gauges and a custom radio/cd-player for this particular model.

I am currently looking for a particular set of textures for the DVC:

1. Vinyl
2. Leather [for the seats]
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Re: Update on Project Porsche

Postby bkircher » Tue Dec 07, 2004 7:58 pm

hey i was just wondering how the porsche and the ferrari were comming along, there hasnt been any news on it for a while and was just wanting to catch up to see if there are any new paints or pictures
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