Heretic
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Almost there, at least exterior-wise.
Those pics aren't 100% up to date. I've fixed the small bugs (= mapping/texture inconsistencies, contact points) since taking those.
Readers of the FSDev Wiki will know that door. (When aircraft contain bones...)
Contact points got fixed. Totally empty, the model even has the same stance on the ground as its real counterpart.
The spoilerons...
...and the spoilers will get a few hydraulic cylinders to liven things up a little.
The escape hatch, window rivets and the number on the nose, as well as more small details are decals by the way, say clones of the underlying surface polygons with an alpha-channeled texture which makes only the actually visible parts (= number, hatch, rivets) display. This isn't necessary but it's a convenience for aircraft painters as I didn't have to make the mapping unnecessarily complicated to display those details!
The main landing gear. It used to have bones and skinned mesh, but tests in FSX were totally unsatisfactory so I reverted it to "normal" animations.
Polycount so far: ~102k
Drawcalls: 124 (less than most default airliners)
Go easy on me, this is just my first model.
P.S:
Bill (N4gix), in case you're reading this thread...can I use the taxi lights of your freeware Global Express? They're the only ones I could find in my FSX folder.
P.P.S:
Can someone help me out with the rudder spring tab? It works, upon applying rudder in either direction, but when idle it's always deflected to the right.
The XML code:
Those pics aren't 100% up to date. I've fixed the small bugs (= mapping/texture inconsistencies, contact points) since taking those.
Readers of the FSDev Wiki will know that door. (When aircraft contain bones...)
Contact points got fixed. Totally empty, the model even has the same stance on the ground as its real counterpart.
The spoilerons...
...and the spoilers will get a few hydraulic cylinders to liven things up a little.
The escape hatch, window rivets and the number on the nose, as well as more small details are decals by the way, say clones of the underlying surface polygons with an alpha-channeled texture which makes only the actually visible parts (= number, hatch, rivets) display. This isn't necessary but it's a convenience for aircraft painters as I didn't have to make the mapping unnecessarily complicated to display those details!
The main landing gear. It used to have bones and skinned mesh, but tests in FSX were totally unsatisfactory so I reverted it to "normal" animations.
Polycount so far: ~102k
Drawcalls: 124 (less than most default airliners)
Go easy on me, this is just my first model.
P.S:
Bill (N4gix), in case you're reading this thread...can I use the taxi lights of your freeware Global Express? They're the only ones I could find in my FSX folder.
P.P.S:
Can someone help me out with the rudder spring tab? It works, upon applying rudder in either direction, but when idle it's always deflected to the right.
The XML code:
Code:
<PartInfo>
<Name>rudder_spring_tab</Name>
<AnimLength>100</AnimLength>
<Animation>
<Parameter>
<Code>
(A:AIRSPEED TRUE, knots) 160 <
if{ (A:RUDDER DEFLECTION PCT, percent) } els{ 50 }
</Code>
</Parameter>
</Animation>
</PartInfo>
Last edited: