Update on Project Ferrari

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Update on Project Ferrari

Postby Katahu » Sun Jan 30, 2005 9:09 pm

This post will be updated regularly with new screenies.

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Last edited by Katahu on Sun Feb 06, 2005 3:32 pm, edited 1 time in total.
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Re: Update on Project Ferrari

Postby bkircher » Mon Jan 31, 2005 3:03 pm

sweet!!!!!!!!!!!! looks really good for fs!!! rember the top speed is about 212mph!!!
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Re: Update on Project Ferrari

Postby Katahu » Mon Jan 31, 2005 6:57 pm

212 MPH??!! :o

I guess I'll tweak the engine specs a lot if I wanna reach that speed. :P

The Ferrari seems to handle the high speeds for as long as the Aircraft.cfg file indicates a desent rudder and verticle stabilizer. Don't worry, it has no effect on the car's scrape points.

Right now, the model reaches 100 knots at full throttle and can hit 40 knots in about 3 seconds. And its brakes seem to work well.

The wheel contacts have been successfully corrected and the tests went without a hitch. *knock on wood*

I am already applying the animations for the rear hood and rotating wheels. I doubt that this model will ever need suspensions in FS because a car like this is not made for the rough roads.

Over here in my area in Arkansas, I spotted a nice Camerro. The design looks perfect for making an addon. There is also a 1968 Mustang close by. This place is loaded with good cars [even though Jacksonville is in the middle of nowhere].
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Re: Update on Project Ferrari

Postby bkircher » Tue Feb 01, 2005 12:36 am

oh an i forgot to mention that the enzo can got 0-60 in 3.2sec!!! :o  it has like 650 horespower, v12.
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Re: Update on Project Ferrari

Postby Katahu » Tue Feb 01, 2005 8:18 pm

I was just watching the Discovery Channel. It seems that there will be a special show of all the hotrods [vintage and modern] along with many known celebrities like Jay Leno, Xzibit, and many others. The Ferrari Enzo is also included. :D

This will give me a clear picture of that nice European car. :)

Right now, I'm getting a bit of a snag with the visual model. In FS, the VC view shows what looks like a piece of the ground protruding halfway into the cockpit. In gmax, I tried to raise the Interior model by at least several feet. But still, the anomoly is still there in the same location. It's as if the VC itself is buried halfway into the ground.

Any solution to this?
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Re: Update on Project Ferrari

Postby BMan1113VR » Thu Feb 03, 2005 8:23 pm

top speed is 217 i think
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Re: Update on Project Ferrari

Postby BMan1113VR » Thu Feb 03, 2005 8:25 pm

had to redo file sizes, they were WAY over, but the car looks really good so far! ;)
Last edited by BMan1113VR on Thu Feb 03, 2005 8:25 pm, edited 1 time in total.
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Re: Update on Project Ferrari

Postby Katahu » Fri Feb 04, 2005 11:15 pm

Thanks Bman. I appreciate that. :)

I have recently added light effects for the headlights. I have also recently added stock-animated rotating wheels and steering along with key-frame-animated doors.

I will post screenies as soon as I can.
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Re: Update on Project Ferrari

Postby Katahu » Sun Feb 06, 2005 3:34 pm

Check the top post for the latest screenies of the Ferrari.
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Re: Update on Project Ferrari

Postby BMan1113VR » Mon Feb 07, 2005 9:05 pm

looks great, nice detail on the suspension in the engine pic
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Re: Update on Project Ferrari

Postby Katahu » Thu Feb 10, 2005 7:27 pm

Thanks Bman.

I have recently updated the last two pics of the project.

The fourth screenie is in Virtual-Cokpit view with the eyepoint repositioned with the "ctrl, shft, and entr" keys.

I'm still working on the vynl texture.
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Re: Update on Project Ferrari

Postby Katahu » Tue Feb 22, 2005 6:53 pm

I finally have a 2-D panel for the Ferrari. However, the bmp image still needs tweaking to make it more better. Right now, I am using PSP 9 for all texture files and custom panels. I'll post pictures of the panel image as soon as the tweaks are done.

Since no one has stepped forward to help make custom Ferrari gauges, I decided that it's time for me to learn how to create gauges myself.

I have already created the main surface texture and the necessary Alpha channel for the car model as well. I'll post screenies of the reflective model as soon as I am done applying them.
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Re: Update on Project Ferrari

Postby Katahu » Thu Feb 24, 2005 6:13 pm

I have uploaded 2 new screenies of the Enzo Ferrari [see the 3rd and 4th image on the main post of this thread]. I will also post images of the interior [I have made recent adjustments to the interior textures].

The car finally has textured engine parts and reflective surface. However, I am still trying to get the right tone for the reflections.

Right now, I have hit a snag after applying the textures [with the alpha channel]. The surface looks normal in the day with or without lights on. However, the model's surface becomes transparent at night whenever the lights are turned on. Any solution to this weird problem?

EDIT: The texture file was professionally made to allow complex paint schemes and decals [for any repaints you make]. Each part of the visual model's surface has its own unique location of the texture file. That way, there will be no flipped textures.
Last edited by Katahu on Thu Feb 24, 2005 6:18 pm, edited 1 time in total.
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