Poly display problem in FSDS 2.24 model
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Thread: Poly display problem in FSDS 2.24 model

  1. #1

    Question Poly display problem in FSDS 2.24 model

    Hi Folks,
    I have been making/modding a Mosquito in FSDS 2.24 and have ended up with some unfortunate polys on the nose.
    To get a sharp but rounded nose, which I've managed, it has left me with a star like pattern which the 'sun' makes shadows when shining on it. The polys are facing the correct way and even with a skin you can see the star and some of the other polys.
    If someone can suggest a way to get rid of these or is it because the polys are too close and sharply angled that has reached a display limit or is there a way out??

    Thanks in advance.

    Cheers Shessi

  2. #2
    Have a look at how the late Gerard van der Harst did it in this thread:- http://www.sim-outhouse.com/sohforum...l=1#post175046

    Although he was using 3ds Max, the mesh should give you some ideas.

    HTH
    Tom
    __________________________________________________ ___________________________________________
    Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7



  3. #3

    Thanks H,
    Unfortunately FSDS is very limited compared to Gmax. Given me a couple of ideas though, not ideal but looking better.

    If anybody else has any ideas etc etc?....

    Cheers

    Shessi

  4. #4
    Hey Shessi,

    Could you post a wireframe screenshot?

    I had a similar problem on the Curtiss I showed you and what I did to alleviate the problem was to scale the vertices out a little, so that they were not so close to one another, and then move them in towards the rest of the fuselage.

    I hope that makes sense.

    Regards,
    Stratobat
    'If the literal sense makes good sense, seek no other sense lest you come up with nonsense'

  5. #5

    Question

    Hi Strato,
    What I actuially did, which caused it, was as I wanted to make the nose look a lot better. So I opened it in 3.51 (as you can only add extra points between two points with 3.51, not 1.6 or 2.24), added extra points to smoothe out the nose, and closed a very small circle of points right on the end of the nose. I've then carried on building it in 2.24.

    I think I get what you're saying, but I think it will spoil the shape of the nose, and with a Mossie one of the most important parts that has to look just right is the nose. Thanks for the info and I'll give it a go.

    I think I'm going to have to totally re-build the nose (grrrr!!!) as the small 'star' of polys and viewable polys in the nose is %^&$% annoying.

    Cheers Shessi

  6. #6
    Hey Shessi,

    With regards to my above post, this is what I mean - See screenshot.

    What you do is create the fuselage like normal but instead of bringing the end vertices into a point, you leave them as a small disc like shape but just push them back a little into the fuselage until it lines up with the green dots displayed in the screenshot.

    With polygon smoothing it should be pretty much invisible but I make no guarantees.

    At any rate, that's how I did it with the Curtiss

    Regards,
    Stratobat
    'If the literal sense makes good sense, seek no other sense lest you come up with nonsense'

  7. #7
    Sheesi - Out of pure curiosity ... if you tweak it in FSDS 3.5.1, why model in FSDS 2.24?)
    Felix/FFDS

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