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FS2004 First proper project.

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unitedkingdom
Ok, so I am new to modelling etc, I have the basic knowledge using 3DSMAX.
I want to create a BAE146, brilliant aircraft but no good developer makes them.
So I started making it myself, I plan to get the VC ALL 3D..no 2D buttons or anything..all 3D, OK?

So, I decided to get the hardest part done first, the VC.
The only panel of the VC that is "finished" is the Overhead Panel.
Here are some details on it before I show you some Image.
Polys - 29,860
Verts - 17,267
Ok, so the first image I will show you has the pic i was referring to when modelling -
ovheaddfsg.jpg

Look at where the 4 red big buttons are.

Now, below, without my ref image, you see the full 3D of the Overhead Panels within the ovhd panel itself.

ovhd5.jpg


Everything is 3D, even the basings of the buttons' are 3D!

So, am I using too many polys?
Anyone out there that can help me MODEL this plane whether it is modelling the external model or internal?
How can I animate the buttons so that when I click them, they move? I know how to animate, but when this is in FS, I simple do not have a "Play" button to start the animation to click it.

If you would like to talk with me, please send me a PM and I will send you my MSN and Yahoo and Skype details.

Regards
and please, please do not give me any saucy comment, I am taking this project seriously and want to finish it, the Ultimate BAE146 Experiance!
 
For FS9 that is way too many polys, but for FSX it wouldn't be too many.

You've certaimly chosen an interesting aircraft to work on, but it's going to be extremely challenging to get into FS9.

For every animated object, you will need to have an XML script entry in your MakeMDL.parts.xml file. The object's partname in Max/GMax must be the same as the name of the XML script.

There are quite a few "default" scripts in the MakeMDL.parts.xml file for common objects (such as landing lights, taxi lights, pitot switch, etc.) but for many objects you will need to write "custom XML scripts" for them.

The subject is far too complex to explain in any forum reply, but there are many posts with custom XML available at Free Flight Design in the "Working XML Code Library..." forum:

http://www.aerodynamika.com/cgi-bin/yabb/YaBB.cgi?board=XML

My suggestion would be to pick ONE switch (such as pitot heat) and get it working properly first, then begin working your way around the overhead until everthing that moves, does... :cool:
 
Have you not seen the PMDG 747 cockpit for FS9? or the iFly 737 Cockpit ? everything in them is 3D.

Can you help me model this aircraft? you seem to know what you are talking about, let me know :)
 
Have you not seen the PMDG 747 cockpit for FS9? or the iFly 737 Cockpit ? everything in them is 3D.

Can you help me model this aircraft? you seem to know what you are talking about, let me know :)

Yes, but considering that the entire tri-polygon "budget" for an FS9 "interior model" is a miserly 64KB, their mesh is far, far less detailed tham what you have done so far.

BTW, by specifying "tri-polygons" I mean that all polygons exported are re-triangulated, so if you've modeled in e-poly mode, each polygon will become two tri-polygons. So, if you've modeled in e-poly mode, at least double what the polygon counter displays.

If you've modeled in e-mesh mode, then the polygon counter display will be closer to accurate for the exported model.

One extremely critical point to bear in mind is that the FS9 compiler will auto-weld any vertices that're 4mm or closer, which limits the complexity of small parts. The practical result of this is that excessively detailed objects will be crumpled into a mesh of mesh after the export/compile process is completed.

While there are some recently developed techniques (see the 4mm Weld threads here and elsewhere) that'll allow you to work-around this problem, they add yet another layer of complexity to an already convoluted process. :yikes:

As for the last question, I'm always willing to provide whatever assistance I can via the forums, but keep in mind that my time is very limited. I do have my own contracted work to get done too... :)
 
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You can model that in FS9 by the way. It shouldnt be a problem as the new unlimited export system allows for just about unlimited amounts of polygons to be compiled.

Nice work on that panel. Looks like it will be one awesome plane.

You can also minimize the model polygon counts by leaving out the exterior parts in the VC model, and vice versa on the exterior model. (There are two models; the VC and the exterior, the one you look at from outside, and the one from inside, but you most likely already know that).



Bill
 
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