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#3544727 - 03/25/12 02:03 AM
Re: Revised Bf109 E-7
[Re: iron mike]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11938
Loc: Fleet, Hampshire, England.
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_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.
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#3544781 - 03/25/12 08:49 AM
Re: Revised Bf109 E-7
[Re: iron mike]
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Member
Registered: 11/08/10
Posts: 133
Loc: Maine, US
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Just got them..hope to try rev. edition this afternoon..thanks! 
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SAG...
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#3544863 - 03/25/12 12:23 PM
Re: Revised Bf109 E-7
[Re: iron mike]
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Hotshot
Registered: 08/14/01
Posts: 8454
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At the end all will be good.  I realy enjoy the working tail section. And whats about the flaps actioncode?
_________________________
1st engined flight by Richard Pearse, Waitohi, New Zealand, March 31, 1902. Karl Jatho, 1st flight, 18.August 1903, Hannover-Vahrenheide, real controlled flights. The Wrights, 1st flight, 17. December 1903. They wasnt the 1st, but still claim this!
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#3546064 - 03/27/12 01:48 PM
Re: Revised Bf109 E-7
[Re: Knegel]
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Member
Registered: 08/14/07
Posts: 1031
Loc: PA., USA
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Guys, if a model works great in 3DZStudio, but not in game, how would you go about finding the problem? I'm still having a problem with the tail disappearing when viewed from the rear and slightly right or left with the tail in front of the wings in-game. But all works perfect in 3dzStudio. Then there is sort of an opposite problem. When you view the a and b pcx files that have the landing gear, the gear is correct. But when viewed in 3DZStudio and in-game, the insides of the gear are wrong. (The light-blue cover is wrong.) I thought the editor (3dz) was supposed to render the same as in-game? Same with a TPC......dont know how it can render perfect in the editor, (PSP) but different in-game and 3dzStudio.....  thanks, AO
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#3546091 - 03/27/12 02:19 PM
Re: Revised Bf109 E-7
[Re: iron mike]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11938
Loc: Fleet, Hampshire, England.
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Hi AO. The Studio will display almost any model. I say almost, because it does not like unlisted action codes, which is a common problem with PAW models. The Studio uses Open GL, Z-Buffer, to display our 3D models, and that's it why you can build models from scratch. I Gurney had used a cloan EAW engine, you would need a model with perfect RS and Normals before you start, which would make building and modding models, impossible. Once you change a model you should run the RSC, and the Normals calc, and saving the resulting model before you try it in game. 
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.
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#3546149 - 03/27/12 04:04 PM
Re: Revised Bf109 E-7
[Re: iron mike]
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Member
Registered: 08/14/07
Posts: 1031
Loc: PA., USA
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Hi Col., this is from the 109e-7 trop with the fixed tail:   The tail disappears at the wing root at these angles. Before I mentioned it, I wanted to see if I (Gasp!) could figure out how to fix it. It definitely seems to be an RS problem, but when I try to run the RS I get a run-time error '76': path not found, so I have no idea(as usual) of what I'm doing.  This is what the inside of the gear looks like in-game and in Studio, although that section looks perfect in the TPC. (PCX) :   Thanks, AO
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#3546176 - 03/27/12 04:39 PM
Re: Revised Bf109 E-7
[Re: AngleOff]
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Senior Member
Registered: 02/09/07
Posts: 3631
Loc: Maryland, USA
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#3546206 - 03/27/12 05:49 PM
Re: Revised Bf109 E-7
[Re: iron mike]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11938
Loc: Fleet, Hampshire, England.
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Hi AO To fix that would require a new element to be added o the model where the joint is, and the tail attached via a hard point. Then the model would work correctly, but as I did not want to spend ages re working the model, I figured my fix was good enough. it was put together properly, you would have cutting plane elements, which form a box around the main model, and everything else is hung from.  These elements carry a hard point, which has a place in the RS, and Normals. At the point when the model is finished, the element is deleted, leaving behind the hard point. If you look at any original EAW model, and convert the file to text, you will see blank elements, which were dividing elements, and Hard points on their own, as the main element has been deleted. 
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.
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#3546411 - 03/28/12 02:38 AM
Re: Revised Bf109 E-7
[Re: iron mike]
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Hotshot
Registered: 08/14/01
Posts: 8454
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And the flaps?? 
_________________________
1st engined flight by Richard Pearse, Waitohi, New Zealand, March 31, 1902. Karl Jatho, 1st flight, 18.August 1903, Hannover-Vahrenheide, real controlled flights. The Wrights, 1st flight, 17. December 1903. They wasnt the 1st, but still claim this!
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