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#3546464 - 03/28/12 06:51 AM Re: Revised Bf109 E-7 [Re: iron mike]
Col. Gibbon Offline
3DZ Model Builder
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Registered: 06/04/01
Posts: 11942
Loc: Fleet, Hampshire, England.
Hi Ralf.

If you want everything as it should be. please feel free to build a new model. wink I fixed the tail, the only easy way I could, but, as I said to AO, it's not a proper fix. The idea of putting together a HR model from one 3dz, split up, was always going to be a compromise. Now we have the ability to make good models, correctly, there is no excuse not to fix problems, other than time constraints. wink
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#3546474 - 03/28/12 07:26 AM Re: Revised Bf109 E-7 [Re: Col. Gibbon]
Rotton50 Offline
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Registered: 02/06/06
Posts: 2758
Loc: Cape Charles, Virginia, USA
Originally Posted By: Col. Gibbon
The idea of putting together a HR model from one 3dz, split up, was always going to be a compromise. Now we have the ability to make good models, correctly, there is no excuse not to fix problems, other than time constraints.


Eh, well not exactly the whole story.

If I converted the existing 109 to my "empty F" method this particular problem would be a non-issue.




I bring it up from time to time because this method is perfectly valid yet gets no recognition for the contribution it's made to upgrading the quality of the models we use.
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#3546509 - 03/28/12 08:21 AM Re: Revised Bf109 E-7 [Re: iron mike]
MrJelly Offline
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Registered: 04/30/02
Posts: 6703
Loc: Caux L'Herault, France
Quote:
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.



With one of the versions I worked on, which well be what you are using there is a "Put in C-RSC folder" folder.
It has three files in it:
RSC.bat
RSC.exe
RSCHelp.txt


The last of these three reads:
Before proceeding make sure that you have a "C:\RSC" folder with
Gurney's "RSC.exe" and the "RSC.bat" files inside it.


If you do not have a "C:\RSC" folder with Gurney's "RSC.exe" and the "RSC.bat" files inside it you will get a path not found error.
There is more info in that help file. You should have the "Put in C-RSC folder" folder, but may have not bothered with it.

wink Jel
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#3546540 - 03/28/12 09:09 AM Re: Revised Bf109 E-7 [Re: iron mike]
Col. Gibbon Offline
3DZ Model Builder
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Registered: 06/04/01
Posts: 11942
Loc: Fleet, Hampshire, England.
Hi Ray.

I sorta specialize taking on the more difficult, scratch built stuff. And as such, I don't have the luxury of using one 3dz for simply hard points. Even with the three new 3dz's I could easily use up all the elements and nodes if I wanted too.

You seem to have discovered a short cut, which allows you to convert models quickly, but these are existing models, with working RS and Normals. If you radically rebuilt the model, so there were no piggybacks, the F dummy 3dz would be a waste of time.

The problem with that 109 model was there was no straight cut, between the tail and cockpit sections. I added back the cut element to the cockpit section, which meant a small area of texture had to be added, and the tail section was fixed and new RS and Normals added. This has given the current result.

If you go through the current EAW inventory, there are hundreds of models with RS and Normals problems. Mono planes are fairly simple to fix as you have proved with your system. On the other hand Biplanes are a whole different ball game, and pusher props maddening difficult.

When I commented on the split up LR models, I meant the old HR conversions, which were cut apart and hard pointed together using existing elements, which Moggy discovered. This system worked well on lots of models, but on others like my HR Zero, drove me bonkers patching RS holes. In the end Moggy fixed it, or it would never have been released.

between us we have fixed a lot of models, which now work properly in Glide and D3D, but we have a loooooonnnnng way to go yet to fix everything, so there is no competition between us. wink
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#3546547 - 03/28/12 09:31 AM Re: Revised Bf109 E-7 [Re: iron mike]
Rotton50 Offline
Senior Member

Registered: 02/06/06
Posts: 2758
Loc: Cape Charles, Virginia, USA
I wasn't implying that we were in competition.

The "empty F" method completely does away with R/S issues between the various parts of a hi-res model. It DOESN'T fix r/s problems within a portion of the plane. Those do require some piggybacking but it's a lot less of an issue.

I know, piggybacks are the old way of fixing things but they do have a place if for no other reason than in the time it takes to build a new model I can produce about five upgrades.

My point is simply that I found a way to get around the problems with the older models and it doesn't get enough recognition.



BTW, HALF the planes in SPAW and SPAW1945 are upgrades and the player would never know which ones they are.

DAW will be a mix of the latest hi-res models, old hi-res models, a couple of hi-res upgraded models and a few "enhanced lo-res" models. All of them will be a big improvement over the old set.
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#3546992 - 03/28/12 11:54 PM Re: Revised Bf109 E-7 [Re: Rotton50]
iron mike Offline
Senior Member

Registered: 02/09/07
Posts: 3637
Loc: Maryland, USA
Meanwhile, the model is still bolloxed. I think ya'll should be discussing how to fix the model unless this is as good as it gets.
sigh
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#3547065 - 03/29/12 06:15 AM Re: Revised Bf109 E-7 [Re: iron mike]
Rotton50 Offline
Senior Member

Registered: 02/06/06
Posts: 2758
Loc: Cape Charles, Virginia, USA
Sorry, Mike.

Sometimes a guy's gotta do what a guy's gotta do.




I can take a look at converting the model to "empty F" mode once they sort out version 1.3 which has a few more letters of the alphabet that can be assigned as parts of the plane.

I can't do that now because the model uses all the available ones.
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#3547095 - 03/29/12 08:16 AM Re: Revised Bf109 E-7 [Re: iron mike]
AngleOff Offline
Member

Registered: 08/14/07
Posts: 1031
Loc: PA., USA
Guys,
I probably wouldn't have even noticed it had I not been rotating
the external view to hear the sounds...............
The tail has been looking excellent otherwise, while I have been flying.
So I'm sure there is no rush to fix.....Whenever anyone has the time.....
You guys are working on so much stuff I'm sure it's hard to keep track of
it all! eek

Thanks guys,
AO

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#3547108 - 03/29/12 08:46 AM Re: Revised Bf109 E-7 [Re: iron mike]
Rotton50 Offline
Senior Member

Registered: 02/06/06
Posts: 2758
Loc: Cape Charles, Virginia, USA
AO,

First, thanks for understanding.



The thing is, I DO notice those things and they drive me crazy.

Having a couple of more files to work with is going to make life a lot easier for me because I hate building new models due to the constant need to check rendering sequences. I'd much prefer to upgrade old models and the "empty F" approach makes it a lot easier to do.
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#3547405 - 03/29/12 06:17 PM Re: Revised Bf109 E-7 [Re: iron mike]
Moggy Offline
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Loc: A slit trench at RAF Gravesend
I'm going to have to dust off the bodging apparatus smile

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