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#4235552 - 03/01/16 10:49 PM Re: Fw 200 Condor [Re: Moggy]  
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Col. Gibbon Offline
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Tonight's update pic. Skinning going well, and the shape taken from the card model, require almost no tweaking, so it proves this way of making new build models, works well.



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#4236193 - 03/03/16 11:08 PM Re: Fw 200 Condor [Re: Moggy]  
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Now, who bust the 255 elements limit? biggrin

I was just making the Right side and joining the two halves, when I noticed I had a combined total of elements of 297, just on the cockpit section. So I've had to do a join and cut to reduce the number of elements. This bird is so big it will be made up of 4 3dz's, just in the fuselage!


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#4236321 - 03/04/16 10:44 AM Re: Fw 200 Condor [Re: Moggy]  
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Moggy Online content
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A slit trench at RAF Gravesend
I had the Hampden flying last night. A very nice bird. Had to rough up a skin for the tail. Reminds me of why I am not a skinner smile

#4236328 - 03/04/16 11:19 AM Re: Fw 200 Condor [Re: Col. Gibbon]  
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Rotton50 Offline
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Originally Posted By: Col. Gibbon
Now, who bust the 255 elements limit? biggrin




You could always add another one of the 6 new 3dz files and break the fuselage up into two pieces.

That gives you another 255 nodes.


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#4236391 - 03/04/16 02:10 PM Re: Fw 200 Condor [Re: Moggy]  
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Hi Ray.

The way things are going, this model will use every available 3dz we have.

I wanted to paste on the turrets, but I might have to build them in to save 3dz's.


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#4236404 - 03/04/16 02:19 PM Re: Fw 200 Condor [Re: Moggy]  
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Rotton50 Offline
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Just a thought as I don't know exactly what you're doing but I save one 3dz file by putting the entire tail in one 3DZ file, usually the A.3dz. Of all the pieces of a plane the tail has the least need for extreme detail.

You could probably do the same with the fuselage from the front of the tail to the back of the wings. Not a lot of detail there either.


Heck, even paranoids have enemies.
#4236627 - 03/04/16 09:29 PM Re: Fw 200 Condor [Re: Moggy]  
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Nose section, with cockpit adde, but a bit of mapping to finish off.

Last edited by Col. Gibbon; 03/04/16 09:32 PM.

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#4236718 - 03/05/16 03:52 AM Re: Fw 200 Condor [Re: Rotton50]  
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iron mike Offline
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Originally Posted By: Rotton50
Just a thought as I don't know exactly what you're doing but I save one 3dz file by putting the entire tail in one 3DZ file, usually the A.3dz. Of all the pieces of a plane the tail has the least need for extreme detail.

You could probably do the same with the fuselage from the front of the tail to the back of the wings. Not a lot of detail there either.



Only if the machine has one color on it. O.D. for instance. If the machine has say a RAF or Luftwatte camo pattern the tail needs to be in 2 parts. Or, both sides mapped onto the 1 panel.



Otherwise, we have a HR model with a low rez skin.

#4236771 - 03/05/16 09:37 AM Re: Fw 200 Condor [Re: Moggy]  
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Brit44 'Aldo' Offline
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something I just learned about 256 (8 bit value) limits. IF the value is contained within a larger value, it is possible to share the upper and lower halves of the 0xF hex value at the right edge of the two combined values. If the stored value is 0xFFFF and the left most value is limited to 256 and the right three are limited to 0x7FF it is possible to use the upper half of the third from right 0xF to increase the value of the fourth 0xF. You can not use a logical and but you can use an if greater then to increase the value of the left most 0xF.

This posting may explain it better. Sorry I do not have to time to check if it can be done in EAW
http://pedg.yuku.com/sreply/12295/KT-Porsche-turret

an example:
Quote:
// 32 tlbs
if libCount > 15 then
begin
_rrSendTexturePart(((libList[libCount].libParts[i].id + 2048) and (4096-1)) +
(libCount and 15) * 4096,
libList[libCount].libParts[i].id shr 12,
libCount+1,w,h,imBuffer,bpp[libCount],0);
end
else
begin
_rrSendTexturePart((libList[libCount].libParts[i].id and (4096-1))+libCount*4096,
libList[libCount].libParts[i].id shr 12,
libCount+1,w,h,imBuffer,bpp[libCount],0);
end;


TPA who TWI
"The 10th Amendment simply says that any powers that aren’t mentioned in the Constitution as belonging to the government belong to the states themselves."
#4236822 - 03/05/16 01:51 PM Re: Fw 200 Condor [Re: Moggy]  
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Rotton50 Offline
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Mike, if you have nothing but the horizontal elevators, a bit of fuselage under them and the rudders there is definitely enough room on one texture file for very decent hi-res textures.

For one thing, you need two upper elevator texture if you want non-mirrored camo textures but you can get away with one bottom elevator texture as the bottom of both elevators look the same.

Same thing holds for many twin rudder aircraft. You would need two outer rudders textures, in this case mirrored to avoid the reverse text problem, but you could get away with one inner rudder texture as they rarely had any text there.

This is the tail of the Martin Baltimore, there is quite a bit of fuselage on this model because it is smaller than the Condor:




And this is the associated texture file. Note that there is actually a lot of empty space that I could have utilized if I felt the model needed more detail:



What I'm saying is that with the addition of six new 3DZ files there is plenty of room for detailed textures in addition to having plenty of nodes for a refined wire frame.

#4236846 - 03/05/16 03:26 PM Re: Fw 200 Condor [Re: Moggy]  
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Hi Moggy,

What Hampden - I thought it was not finished though I recall IM doing a Coastal Command skin a few years ago. I understood there was a problem with the FM or something.

Pete


With increasing age should come wisdom and tolerance, but as the saying goes, "there is no fool like an old fool" as I prove regularly!

#4237057 - 03/06/16 09:00 AM Re: Fw 200 Condor [Re: Moggy]  
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A slit trench at RAF Gravesend
Hello Peter - see other thread.

#4237166 - 03/06/16 05:29 PM Re: Fw 200 Condor [Re: Moggy]  
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This Condor's beak is driving me nuts, not because of RS issues, or things like that, I just keep running out of elements!



I'm going to have to trim off another section off the rear of the cockpit, and add it back to the next section back, which will in turn make me trim the next section, and so on. What makes this cockpit section so tricky is the level of detail, and cockpit interior, and gondola.


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#4237821 - 03/08/16 02:58 PM Re: Fw 200 Condor [Re: Moggy]  
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I've had to chop the model into smaller sections, and then re join them into sections of about 150 elements, so I have enough elements to build on the gondolar under the fuselage. wing roots, and turrets, not to mention the tail, which will be one section. The Cockpit is now 2 3dz's. I think the Condor could use 10 3dz's [A,B,C,D,F,F,G,I,J,K]

OK, back to mapping!


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#4237847 - 03/08/16 03:54 PM Re: Fw 200 Condor [Re: Moggy]  
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Moggy Online content
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A slit trench at RAF Gravesend
Are O and Q available?

#4238083 - 03/09/16 05:41 AM Re: Fw 200 Condor [Re: Moggy]  
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Blow up a B26?

#4238326 - 03/09/16 10:13 PM Re: Fw 200 Condor [Re: Moggy]  
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Mapping now going well. and the tail is under construction.



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#4239236 - 03/12/16 11:26 PM Re: Fw 200 Condor [Re: Moggy]  
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Progess shot of the Condor's tail section. I used a section of the card skin to see how the resolution looked, and it's not bad. smile



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#4239281 - 03/13/16 02:37 AM Re: Fw 200 Condor [Re: Col. Gibbon]  
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iron mike Offline
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thumbsup thumbsup

clapping

#4239375 - 03/13/16 02:28 PM Re: Fw 200 Condor [Re: iron mike]  
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Originally Posted By: iron mike
thumbsup thumbsup

clapping


I take it, your happy with this?


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