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Hooky722
February 1st, 2020, 14:59
Hi All,

Whilst exploiting the animations for Hermes 984 radar leave me somewhat perplexed, I have taken to modifying Doug Sleigh's Beta Version of the Early Vulcan Prototype XV777 model into the pre-production B1 XA890. I still have a long way to go (this is a leaning exercise) and so far have given a more complete interior remapped some of the textures slightly and extended the tail. the aircraft still has no VC at present (I may need help here) and have still not managed to figure out how to make the A/C 'shiny' yet but here's some WIP of what i have so far.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=73770&stc=1 http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=73771&stc=1

any input would be appreciated

Many thanks,

Hooky

lazarus
February 1st, 2020, 19:07
What proggy are you using, Hooky? And, Do you want some tinned sunshine for the unspeakable object compartment?

Hooky722
February 2nd, 2020, 02:22
What proggy are you using, Hooky? And, Do you want some tinned sunshine for the unspeakable object compartment?

It's being hammered together using mcx and gmax atm. Many thanks for offering to kit out the unspeakable object compartment but as yet there ain't one. RAT has had to be sealed in its hole for the time being. The most noticeable absence is any for of cockpit or vc not even a static one this is where I'm stuck because I have exactly zero experience building such things.

lazarus
February 2nd, 2020, 09:17
737877378873789

Not strictly cannon, but external thingamajiggies can be had...

For MCX:

---------------external




shiny-reflections


allow bloom true
specular bloom floor 0.89999997615814209


ambient colour 150, 150, 150
diffuse colour 150, 150, 150
specular colour 0, 0, 0


fresnel ramp
diffuse false
reflection true
specular true








bump scale 1

blend by inverse diffuse alpha True

reflection scale 0.6


specular map power scale 198 (lower more shine)
use global environment map true

specular level 64
----------------------------------------------------------


----------------glass-------------------------------------

alpha test function never
alpha test level 1
Z-test alpha false




allow bloom true
specular bloom floor 0.8


ambient colour 255, 255, 255
diffuse colour 64, 255, 255, 255
specular colour 255, 255, 255



no shadow true


destination blend InvSrcAlpha
source blend SrcColor

fresnel ramp
diffuse true
reflection true
specular true

blend environment
by inverse diffuse alpha true

reflection scale 0.8

specular map scale 128
use global environment map true


diffuse texture GLASS_T.DDS

fresnel texture CANOPY_FRESNEL_RAMP.DDS

specular texture GLASS_S.DDS

-------------------------------------------------------------------------------------------------------------------

Be sure to turn on the red teapot so you can see shine and reflections. The spec mapping is critical. I've come 'round to doing what Milton does- assign a single 512x512 colour swatch( gen_spec) to all the textures- a medium-dark grey. then its easy to change the grey tone to adjust the shine and brightness on the fly.

What about the VC in the old AS B.2?

Hooky722
February 2nd, 2020, 14:37
Thanks for that Laz I'll give it a try see how it looks on the VC front I'll try out the Alphasim B2 VC for now but I thought I'd be brave and try and make a start modelling my own. BTW before when I said exploiting animations, I actually meant to put exporting animations but auto-correct had other ideas. so its going to take a while. but I'll get there. here's what I've done so far today:

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=73809&stc=1

I'll keep you posted many thanks

Hooky

Hooky722
February 10th, 2020, 12:59
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=73944&stc=1 http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=73945&stc=1

well here's the result of 4 days labour wing extensions still need some work and I'm still struggling with the Bombay but it is modeled now at least internally and I've managed to cut it out with Boolean tool but the bomb doors and associated animations are still leaving me perplexed for now but I'm getting there slowly. also the self shadowing is looking a bit bizarre.

Hooky

Hooky722
March 14th, 2020, 10:36
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=74547&stc=1 http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=74549&stc=1

Hi All, the Doors are now animated although basic, now all that remains is remapping the textures which have become mirrored on the main wings. Building the crew ladder and animating it and the same with the turbines. Work is quite hectic ATM so i don't know when I'm going to get the time to do what is necessary but hopefully it wont take too long as for the VC its still very early stages i think i'm going to release the external model once finished and add the VC as a separate download later as at the moment it works well at present with the ALPHASIM vulcan VC.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=74552&stc=1

Thanks to Lazarus's suggestions i have made a payload but have not yet found a way to make it appear with visibility control yet.

Will keep you informed,

Hooky