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Posts posted by rivnut
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I remember that water. It is entertaining to see the transparency. I think the new bump mapping with a decent card is a fair tradeoff. I'm just experimenting with textures and area size. I've made an exact copy of the Tofino airport. I know it well. I might even fudge the elevations around the field so I can include Tofino Air's ditch. I went in one day as a passenger in one of their Beavers. I couldn't believe they used the facility on a daily basis. I'm working on a South Island scenery that will take in the whole area.
I'll mention here whenever something new goes into Avsim. I also have a Goose Bay Labrador scenery that I'm working on. I lived there for quite a few years. I think I'll do up the base before I upload it. I'm glad to hear someone likes flying in these out of the way places. I have the Madeleine Islands going as well. They are a hoot on floats.
Kevin
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If they are as plentiful and as portable as you say
I don't know about plentiful, but some are portable. All or most of the innovations in scenery placement that came with MF5 were implemented in the VS7 betas. It came as quite a surprise to the VS users that had not been following the events in MF. The scenery creation in VS has tripled, at least, since the new betas. Ilan has made it incredibly easy for any interested user to create their own scenery. In turn, I'd expect that we will be the recipients of the latest object animation features that are being implemented in VS version7. Probably several more items as well. I'd think Christmas would be out of the question. I'd be surprised to see VS7 out before then.
Kevin
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That's what we'd expect. Many of the new features from MF5 were implemented in the recent VS betas. No doubt the ongoing work will swing back this way.
Kevin
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This is news to me. I hadn't been following the development of the program. I had it on my last machine, but not the laptop I'm using now. I'll get it again.
What moving map are you using, Ian? The one in MF?
Kevin
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Well, anyway. Back to the ranch. It would be great if there was a set of default srtms scenery for the entire globe. It's easy enough to do, other than the shear effort involved in downloading the data, processing it and then uploading it or at least making it available somewhere. As Ian says, even X-Plane has a new set of scenery now, and they are experiencing similar problems. It's so much work that no one is likely to want to do it for nothing.
Then... once the miracle occurs and the scenery is available, what army is going to set to work and populate the globe with the sort of objects and airportage that people have come to expect in flight sims. MF is far too small an operation for that sort of scenery solution. Something in between has to be found. Something that is flexible and that can be built on and contributed to over time. This new srtm2 is a good start. Regardless of it's shortcomings, it's much more fun to fly over than the old gotopo scenery. Particularly where coastlines and water are involved. A great example of fine scenery being made with low resolution terrain data is marcels n_italy scenery. The terrain mesh looks great until you get out to the coast, then you have the typical blocky shorelines that can ruin anyones view.
Oh well, we should keep thinking about it and discussing it here if possible.
At this time, we don't really know what Ilan'splans are for the future of scenery in MF. Since the beginning scenery making has been anyones's game who cares to have a go at it.
Kevin
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I did a careful comparison of this scenery and one I'd done earlier using the older 1 to 3 arc sec dems. The DEM data files were practically hand made compared to the srtm. It seems the srtm data is just now catching up to the older dems in resolution and accuracy. Anyone who want's to check out the Canadian Government data can find it here. Not that I'm complaining about the srtm. It's great stuff, but this data has been available for many parts of the world for years, without the benifit of the expensive technology behind the srtm.
http://www.geobase.ca/geobase/en/data/cded1.html
Kevin
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Glad you found your island. The data was on the page I sent you. You had only to look down the list. Perhaps if people seperated their requests and didn't run them all together, they might not lead to confusion. :idea:
Kevin
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I've uploaded the terrain scenery of central vancouver island. It includes the west coast area with Tofino and the Clayoquot sound. There is no finer place in the world to fly floats. I've had several versions of this area made with at least 5 types of data and this is one made with the srtm2 is very nice.
It should be available sometime this evening or tomorrow, depending on how busy the Avsim Library is.
That is Meares Island in the background.
Kevin
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ftp://e0srp01u.ecs.nasa.gov/srtm/version2/Eurasia/
This is the source. It's not russian, as you can see it's nasa. Your co ordinates are wrong. No part of Russia or the former USSR lies below the 35th parallel North.
10°30' S must be a typo.
Kevin
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Ilan is going to get gills and webbed feet if he spends much more time on VS. MF definitely could use some attention.
Kevin
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is there a way to show the animation /Jonatan
Ok, Jonatan. In DE, click on View/Toolbars/Display Controls. Now, if the parts that you are looking at are already animated, the keyframe tools will come up automatically at the bottom of the screen. A little to the right. The animated parts can then be put through their paces and edited if you want.
If the parts need to be animated, then in the upper tool bar, there is an area called Local with a red dot and a key icon. Click that then you can proceed to animate the parts. I'm not an expert on this as I animate everything in my 3D builder, but there is a good help section available.
Try that. Let us know how it goes.
Kevin
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Furthermore I doubt that Deep Exploration (3.0.1) supports animations.
You need doubt no longer. Right Hemispheres' Deep Ex supports all forms of animation including those involving bones and hierarchy.
Kevin
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the wing color is different from the body of the plane
I understand now. Many of the aircraft built by the Albatros factories had wooden frames and plywood fuselages. The plywood was fastened directly to the frames. Materials were scarce back during WWI and they rarely bothered to cover these plywood skins. They would give them a good coat of varnish.
In the case of this model, the rear part of the fuse was painted a blotchy red colour and the wings were covered with one of the standard German lozenge patterned materials. These wing coverings were block printed in the factories. The lozenge was not painted on, in fact the block printing was done using dyes. This saved a lot of time and work. All they had to do after the wing was covered was give it a few coats of clear aircraft dope.
Kevin
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The pilot_ gauge works well in this case. You can't see it in f1 unless you turn around quite a ways. There was still enough room to get a good view of the panel. I spend at least half the time in the air in one outside view or another. As a gauge, the pilot isn't present until it is close enough to really see. Also, anyone who has the pilot is welcome to put it in any model they want. It's only from the waist up and althought it's a poser object, it doesn't affect the frame rates badly.
Here's hopeing that Ilan brings some of the new VS stuff back with him when he starts working on MF again.
Kevin
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What a cutie! Er... the plane, I mean.
--jeff
I definitely qualifies as cute. Ugly duckling cute, maybe. I'm thinking of adding a pilot. What do you think?
Kevin
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Pardon me, Liltrey. I don't know what you mean by the "wing" Maybe I'm just a little slow tonight.
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Yes, most of it, thank you. I guess you have to do what you can, with any sim. None of them are perfect. At least it finally came to me how to do the horizontal, binacle style aircraft compass. Originally I couldn't see how it could be done and several models had to go without it. Then finally it struck me how easy it was. The only trick to using the standard _comp gauge is to make the cylinder needle0 flat and apply the bitmap or lettering to the top surface. When you set up the bitmap, you have to reverse North and South. Then it swings just right. It makes you wonder what other secrets are waiting to be uncovered. I know it was the same in MSFS. You never felt you could say for sure that anything was impossible.
Kevin
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The Pfalz was cleaned up a bit. I found the engine wave was missing and the bitmap for the compass was modified to suit the horizontal compass housing. I don't know if anyone noticed any of this, but I finally did. :D
The updated file should be available at the avsim library sometime tomorrow.
Kevin
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It's too bad that nobody has come up with a 3ds or .x exporter for gmax.
I guess this subject has been covered pretty well. We shouldn't let this bit go unanswered as so many people have dabbled with gmax. There is an exporter for gmax to X. Most builders for MSFS use it all the time. The MDL Commander software by Doc Moriarity. Many people are unaware that gmax actually creates the x file first as it begins to generate the MDL file. The MDL Commander captures the x file before it gets lost in the process. I've used MDL Commander's x file to make models for both VS and MF. I don't use it these days as I convert directly to x using Light Wave and Deep Exploration.
http://hometown.aol.de/_ht_a/docmoriartindex.html
Kevin
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I uploaded an update for the twin circa1930 land version. I had it up and noticed the tail wheel was missing. I also corrected the problem with the curtain transparency. They were blanketing parts of the aircraft. It might take a day for them to replace the older version.
Kevin
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I'm glad to hear the crate has another admirer. I'm going to do more for the interior and the panel. I often reach a point with a model, where I just have to wrap it up for a while and let it go. Sooner or later I get back to them and clean up a few things and work up the detail a little. I've started on a Supermarine Sea Eagle. There's a flying boat with serious character. It looks like a harbour launch with wings. :D
Kevin
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Hi Marcel, As the lucky users of MF know, there is no better sim in which to fly (and showcase) these old aircraft. It nice to see these things fly again.
I did put a little more work into the cfg of the Bavarian Fokker EII. Often I'm quite lazy in that department. I'll make sure the BH10 is as edgy as possible.
The all flying tail was pretty twitchy and they were terrible things once in a spin.
Paul, the flying boat in the icon is the Sopwith Batboat. It is available at the avsim library. I believe the pic was taken in Virtual Sailor. It's great operating off the virtual water of VS. The VS Batboat isn't available yet. I'm waiting for the new version to come out. There might be some interesting new features. For the MF version, I do plan an update, along with all the other models. I like water flying too! It's only recently that I've been able to appreciate the bump mapping in MF. It makes water flying far more enjoyable. It's too bad we can't get something going like the fs_spray textures in MSFS. The lack of really suitable wake and flying spray is noticeable. I love the flying boats. I plan to model many more of them.
Kevin
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I used to build boats for FS2k2 using FSDS v1 & 2. I operated the models in FS and have converted them for use in VS as well. You'll need a good converter like Deep Exploration and the CVA plugin. You'd have to use a good texture wrap tool. You can convert the fsc to obj, then obj to x. There are easier routes to go. For about the same money you can buy 3d Canvas, which exports directly to X and exports the FS mdl as well. Very few tools are capable of that.
Kevin
Central Vancouver Island scenery_Avsim
in (Former Micro-Flight Support Forum)
Posted
Ciao! All
Kevin