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ofp:modeling:brsseb_lesson6 [2016-11-04 19:58]
snakeman moved images from nekromantix to this domain.
ofp:modeling:brsseb_lesson6 [2024-03-19 06:51] (current)
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 Ok, i know that if you have followed the other tutorials, you know that I don't make proper models for my tuts. I make them as simple as possible so that its easier to see i.e important vertex placements on my screen shots (hard to understand a 3d mesh view with 2000+faces in the background...) and for the fact that I don't want to use too much time on simple example models. So here it is, in all its glory: Ok, i know that if you have followed the other tutorials, you know that I don't make proper models for my tuts. I make them as simple as possible so that its easier to see i.e important vertex placements on my screen shots (hard to understand a 3d mesh view with 2000+faces in the background...) and for the fact that I don't want to use too much time on simple example models. So here it is, in all its glory:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_1.jpg }}
 //The model we will we working with in this tutorial// //The model we will we working with in this tutorial//
  
-First thing you must do is download the model.You can get the ZIP [[http://​pmc.editing.wiki/​downloads/​Brsseb_lesson6_start.rar|Brsseb_lesson6_start.rar]]+First thing you must do is download the model.You can get the ZIP Brsseb_lesson6_start.rar ​from bottom of this page.
  
 As usual, extract the ZIP and put the folder you get in your bulldozer directory just as any other addon project. The folder is called "​firstplane"​. The p3d is also called "​firstplane",​ then there is a config.cpp file and some basic textures. As usual, extract the ZIP and put the folder you get in your bulldozer directory just as any other addon project. The folder is called "​firstplane"​. The p3d is also called "​firstplane",​ then there is a config.cpp file and some basic textures.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_2.jpg }}
 //Fire Geometry and Geometry LOD looks like this// //Fire Geometry and Geometry LOD looks like this//
  
 Since we have learned many things by now, I have made the most obvious things on the model. Here Fire Geo and Geo are the same (just that Geo has wheight, of course). On a real project, Fire geometry would usually be mode detailed. Since we have learned many things by now, I have made the most obvious things on the model. Here Fire Geo and Geo are the same (just that Geo has wheight, of course). On a real project, Fire geometry would usually be mode detailed.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_3.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_3.jpg }}
 //​Landcontact contains just 3 vertices making up the trycycle landinggear//​ //​Landcontact contains just 3 vertices making up the trycycle landinggear//​
  
 The landContact LOD contains just 3 vertices, each repersenting the though point for the wheels. We will have to change this one later for the gear to work properly, though. The landContact LOD contains just 3 vertices, each repersenting the though point for the wheels. We will have to change this one later for the gear to work properly, though.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_4.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_4.jpg }}
 //Nothing new in memory LOD yet, just the basics of any vehicle// //Nothing new in memory LOD yet, just the basics of any vehicle//
  
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 So, so lets not go into o2 just yet. I want to show you what we need to do. The easiest way to explain the work needed; I want to you to compile the firsplane now. Yes, test it ingame and see what we need to do! Start your PBO program, compile the firstplane folder and put the resulting pbo in your addons folder. Yes it will fly! (but dont use the firstperson view for the pilot/​cargo,​ since the View Pilot/Cargo LODs are not made yet, we`ll do that last (since we will be editing the original "​0.00"​ LOD all the way). So, so lets not go into o2 just yet. I want to show you what we need to do. The easiest way to explain the work needed; I want to you to compile the firsplane now. Yes, test it ingame and see what we need to do! Start your PBO program, compile the firstplane folder and put the resulting pbo in your addons folder. Yes it will fly! (but dont use the firstperson view for the pilot/​cargo,​ since the View Pilot/Cargo LODs are not made yet, we`ll do that last (since we will be editing the original "​0.00"​ LOD all the way).
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_5.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_5.jpg }}
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_6.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_b_6.jpg }}
 //The plane it its current state. Not very plane-ish, am I right? Note that the landinggear dont retract, the rotors dont spin and there are no control surfaces (flaps, rudder, ailerons) present. Dont worry, we`ll fix all that!// //The plane it its current state. Not very plane-ish, am I right? Note that the landinggear dont retract, the rotors dont spin and there are no control surfaces (flaps, rudder, ailerons) present. Dont worry, we`ll fix all that!//
  
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   * Start o2 and head for the "​0.00"​ lod. Using F2 selection, select the left rear wheel, like in picture. Name this one "levy kolo" (left wheel)   * Start o2 and head for the "​0.00"​ lod. Using F2 selection, select the left rear wheel, like in picture. Name this one "levy kolo" (left wheel)
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_1.jpg }}
  
   * For the opposite gear, select it and name it "pravy kolo".   * For the opposite gear, select it and name it "pravy kolo".
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_2.jpg }}
  
   * Then select the front gear and name it "​predni kolo" (front wheel, or nose wheel).   * Then select the front gear and name it "​predni kolo" (front wheel, or nose wheel).
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_3.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_3.jpg }}
  
 Ok, now ofp know what the gears are and will use these selection when doing the rotation. But we still have work to do, we need to define an axis for each wheel, so that ofp can rotate each wheel around. Lets go to memory lod for that:  Ok, now ofp know what the gears are and will use these selection when doing the rotation. But we still have work to do, we need to define an axis for each wheel, so that ofp can rotate each wheel around. Lets go to memory lod for that: 
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   * In memory lod, make an horizontal axis on top of the left landing gear. See picture. Name it "osa leveho kolo" (axis for the left wheel). You should already be comfortable with making axises, if not see how me made the steering wheel in lesson 2.   * In memory lod, make an horizontal axis on top of the left landing gear. See picture. Name it "osa leveho kolo" (axis for the left wheel). You should already be comfortable with making axises, if not see how me made the steering wheel in lesson 2.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_4.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_4.jpg }}
  
   * Make a similar axis for the right wheel. Name it "osa praveho kola".   * Make a similar axis for the right wheel. Name it "osa praveho kola".
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_5.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_5.jpg }}
  
   * For the front wheel, same thing. Name that axis "osa predniho kola" (seeing a pathern here?).   * For the front wheel, same thing. Name that axis "osa predniho kola" (seeing a pathern here?).
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_6.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_6.jpg }}
  
 Ok, so now OFP can do the gear animation with no problems. One thing remains though: Ok, so now OFP can do the gear animation with no problems. One thing remains though:
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   * Go to Landcontact LOD and select the vertex beneath the nose gear. Name it "​predni kolo" (front gear). Then select the right and then the left gear and name them "pravy kolo" (right gear) and "levy kolo" (left gear ). See picture for full details:   * Go to Landcontact LOD and select the vertex beneath the nose gear. Name it "​predni kolo" (front gear). Then select the right and then the left gear and name them "pravy kolo" (right gear) and "levy kolo" (left gear ). See picture for full details:
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_7.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_c_7.jpg }}
 //This way the LandContact points follow the gear animation// //This way the LandContact points follow the gear animation//
  
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   * Select (F2) the blurred face, the rotor (all 4 blades), the spinner and the axis structure on the left engine. Name them "​vrtule 0" (the zero behind indicating the rotor it belongs to)   * Select (F2) the blurred face, the rotor (all 4 blades), the spinner and the axis structure on the left engine. Name them "​vrtule 0" (the zero behind indicating the rotor it belongs to)
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_1.jpg }}
  
   * Then select only the left rotor blur plane and name it "​vrtule 0 textura"​.   * Then select only the left rotor blur plane and name it "​vrtule 0 textura"​.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_2.jpg }}
  
   * Ok, now zoom in on the right engine. Do exactly the same thing as the two steps above, but this time with "​1"​ instead of "​0"​ for the selection names ("​vrtule 1" and "​vrtule 1 textura"​). Simple really.   * Ok, now zoom in on the right engine. Do exactly the same thing as the two steps above, but this time with "​1"​ instead of "​0"​ for the selection names ("​vrtule 1" and "​vrtule 1 textura"​). Simple really.
   * When you have all four selections, select both image planes for the engines. Name them "​vrtule blur".   * When you have all four selections, select both image planes for the engines. Name them "​vrtule blur".
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_3.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_3.jpg }}
  
   * Then select the 4 rotor blades on BOTH engines (not the image planes or any of the spinners or axises), name all eight structures (blades) "​vrtule staticka"​.   * Then select the 4 rotor blades on BOTH engines (not the image planes or any of the spinners or axises), name all eight structures (blades) "​vrtule staticka"​.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_4.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_4.jpg }}
  
 Ok, done with the rotors in model lod. Lets head for Memory LOD and make the axises for the spinning rotors. ​ Ok, done with the rotors in model lod. Lets head for Memory LOD and make the axises for the spinning rotors. ​
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   * Go to memory LOD and make two axises, one for each rotor (2 vertices each). They should be named "osa vrtule 0" (left) and "osa vrtule 1" (right). See the picture for proper placement.   * Go to memory LOD and make two axises, one for each rotor (2 vertices each). They should be named "osa vrtule 0" (left) and "osa vrtule 1" (right). See the picture for proper placement.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_5.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_5.jpg }}
  
 And that's that. Compile and see how it looks ingame. Make sure you got all the selections correct or you might get some strange results. And that's that. Compile and see how it looks ingame. Make sure you got all the selections correct or you might get some strange results.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_6.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_d_6.jpg }}
 //Plane with working rotors. Nice!// //Plane with working rotors. Nice!//
  
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   * Make a box-structure in the shape of the missing rudder. Then texture it with the "​black.pac"​ file in the firstplane folder. You should be able to do that easily by now. When you`re done, name it "leva smerovka"​ (left rudder. If we had two vertical tail fins, the other one would be named "prava smerovka"​).   * Make a box-structure in the shape of the missing rudder. Then texture it with the "​black.pac"​ file in the firstplane folder. You should be able to do that easily by now. When you`re done, name it "leva smerovka"​ (left rudder. If we had two vertical tail fins, the other one would be named "prava smerovka"​).
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_1.jpg }}
  
 Go to memory LOD and create an axis for the rudder. Name it "osa leve smerovky"​ (axis left rudder) Go to memory LOD and create an axis for the rudder. Name it "osa leve smerovky"​ (axis left rudder)
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_2.jpg }}
  
 Now lets compile and see if it works. I assume you know how rudder should work (which way it turns when you turn the plane). If not, consult any flight simulator or check out the official planes. The problem when making axises for plane surfaces, is that the order the vertices in the axis is created matters! So sometimes you might end up with a surface, like the rudder, going the wrong way or spinning around like crazy. If the rudder is reversed when you compile now, simply swap the axis vertices position to fix it (that way you have rotated the axis 180* and it should now work). The axis swapping need is a common problem with plane makers, so be prepared to swap some axis points if the problem occurs. Now lets compile and see if it works. I assume you know how rudder should work (which way it turns when you turn the plane). If not, consult any flight simulator or check out the official planes. The problem when making axises for plane surfaces, is that the order the vertices in the axis is created matters! So sometimes you might end up with a surface, like the rudder, going the wrong way or spinning around like crazy. If the rudder is reversed when you compile now, simply swap the axis vertices position to fix it (that way you have rotated the axis 180* and it should now work). The axis swapping need is a common problem with plane makers, so be prepared to swap some axis points if the problem occurs.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_3.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_3.jpg }}
 //How the rudder should work. If it is reversed, try swapping the two axis points// //How the rudder should work. If it is reversed, try swapping the two axis points//
  
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 Go to 0.00 lod and make the two missing elevator surfaces. (place a box-structure,​ resize and make them black like before). Then select each of them and name them "leva vejskovka"​ (left) and "prava vejskovka"​ (right). Note that its "​pravA/​levA",​ with A instead of "​Y"​ on the end. That's the most common Typos there is in plane making, thrust me! Make sure to get the right form on all words! Go to 0.00 lod and make the two missing elevator surfaces. (place a box-structure,​ resize and make them black like before). Then select each of them and name them "leva vejskovka"​ (left) and "prava vejskovka"​ (right). Note that its "​pravA/​levA",​ with A instead of "​Y"​ on the end. That's the most common Typos there is in plane making, thrust me! Make sure to get the right form on all words!
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_4.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_4.jpg }}
  
   * Then head for memory LOD and make two axises for the surfaces. Name them "osa leve vejskovky"​ (left) and "osa prave vejskovky"​ (right).   * Then head for memory LOD and make two axises for the surfaces. Name them "osa leve vejskovky"​ (left) and "osa prave vejskovky"​ (right).
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_5.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_5.jpg }}
  
 Now compile and test it ingame. Remember to swap (switch places) on axis vertices if one of the elevators go the wrong way when testing. If you are unsure, compare to another plane or try thinking of what happens when a surface moves. ​ Now compile and test it ingame. Remember to swap (switch places) on axis vertices if one of the elevators go the wrong way when testing. If you are unsure, compare to another plane or try thinking of what happens when a surface moves. ​
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 Go to 0.00 lod and make the ailerons. But this time, make a total of 4 structures, not just one pair as before. Remember the air brake on the A10? Of not, test it now and try to imagine how they did it. Basically, they have slitted each aileron surface in two, so that when normal flying it works just as a normal ailerons, but when you brake (holding the back-key long enough), they split parts, with one part going up and one down to form the air brakes. Pretty neat, really. Go to 0.00 lod and make the ailerons. But this time, make a total of 4 structures, not just one pair as before. Remember the air brake on the A10? Of not, test it now and try to imagine how they did it. Basically, they have slitted each aileron surface in two, so that when normal flying it works just as a normal ailerons, but when you brake (holding the back-key long enough), they split parts, with one part going up and one down to form the air brakes. Pretty neat, really.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_6.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_6.jpg }}
 //Here is a setup for air brakes from another model of mine. Just to show you how it all works. Don't worry, I`ll walk you trough the whole selection naming// //Here is a setup for air brakes from another model of mine. Just to show you how it all works. Don't worry, I`ll walk you trough the whole selection naming//
  
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   * Make one of the aileron surfaces using a black box as you before, but this time make it just half as deep as you should have it (or half as thin).   * Make one of the aileron surfaces using a black box as you before, but this time make it just half as deep as you should have it (or half as thin).
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_7.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_7.jpg }}
  
   * Then copy the structure and place the copy directly below the original one in side view. (Both of them selected on picture (and moved abit more down to fit the whole better)   * Then copy the structure and place the copy directly below the original one in side view. (Both of them selected on picture (and moved abit more down to fit the whole better)
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_8.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_8.jpg }}
  
   * Ok, now do the same thing for the other surface (just copy this one will do).    * Ok, now do the same thing for the other surface (just copy this one will do). 
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   * Select the left upper aileron structure and name it "lkh klapka"​ (that'​s left upper aileron part). Then select the left lower structure and name it "lkd klapka"​. That does it for the left aileron.   * Select the left upper aileron structure and name it "lkh klapka"​ (that'​s left upper aileron part). Then select the left lower structure and name it "lkd klapka"​. That does it for the left aileron.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_9.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_9.jpg }}
  
   * Select the right upper aileron structure and name it "pkh klapka"​ (thats right upper aileron part). Then select the right lower structure and name it "pkd klapka"​. Now the right aileron is done.   * Select the right upper aileron structure and name it "pkh klapka"​ (thats right upper aileron part). Then select the right lower structure and name it "pkd klapka"​. Now the right aileron is done.
   * Ok, now go to Memory LOD and lets do the axises. Make one axis for each alerion (just two axises in total, you don't need one axis per part!). Name them "osa lk klapky"​ (left) and "osa pk klapky"​ (right).   * Ok, now go to Memory LOD and lets do the axises. Make one axis for each alerion (just two axises in total, you don't need one axis per part!). Name them "osa lk klapky"​ (left) and "osa pk klapky"​ (right).
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_10.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_10.jpg }}
  
 Phew, now that was a bit hard, now wasn't it? Test it and correct with axis swapping or typo hunt if you screwed up. Make sure you get it right: When a plane bank (roll) to the left, the one on your left goes up and the one on the right goes down (seen from the back). And vice versa. Also, test the air brake feature: when you hold down the back-button for some time, the ailerons should split and the top pair goes up (+90 degrees up) and the bottom pair goes down (-90 degrees down). Compare with the A10 if you are still unsure. Phew, now that was a bit hard, now wasn't it? Test it and correct with axis swapping or typo hunt if you screwed up. Make sure you get it right: When a plane bank (roll) to the left, the one on your left goes up and the one on the right goes down (seen from the back). And vice versa. Also, test the air brake feature: when you hold down the back-button for some time, the ailerons should split and the top pair goes up (+90 degrees up) and the bottom pair goes down (-90 degrees down). Compare with the A10 if you are still unsure.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_11.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_11.jpg }}
 //Here showing how ailerons with air brakes work// //Here showing how ailerons with air brakes work//
  
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   * Make the flaps structures, one for each side. Make them black as usual. Name the left one "ls klapka"​ and the right one "ps klapka"​.   * Make the flaps structures, one for each side. Make them black as usual. Name the left one "ls klapka"​ and the right one "ps klapka"​.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_12.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_12.jpg }}
  
   * Now make the two axis in Memory lod, one for each flap. Name the left one "osa ls klapky"​ and the right one "osa ps klapky"​.   * Now make the two axis in Memory lod, one for each flap. Name the left one "osa ls klapky"​ and the right one "osa ps klapky"​.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_13.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_13.jpg }}
  
 Now test the flaps ingame. Operate them using the action menu and make sure they move the right way. if not, you know what to do don't you ;)? Now test the flaps ingame. Operate them using the action menu and make sure they move the right way. if not, you know what to do don't you ;)?
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_14.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_e_14.jpg }}
 //Flaps in the up and down positions// //Flaps in the up and down positions//
  
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   * and insert some vertices on the plane like on picture. Same setup as for the gunboat in [[lesson5|lesson 5]].   * and insert some vertices on the plane like on picture. Same setup as for the gunboat in [[lesson5|lesson 5]].
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_f_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_f_1.jpg }}
  
   * As for the gunboat, you can also control where the engine smoke is to come out from. Not very important, but nice gadget feature anyway. You place one vertex named "vyfuk start" (vyfuk is the smoke) and one named "vyfuk konec"​. Doesn'​t seem like its possible to have a pair of these (since we have two engines), so I just placed them on the left engine.   * As for the gunboat, you can also control where the engine smoke is to come out from. Not very important, but nice gadget feature anyway. You place one vertex named "vyfuk start" (vyfuk is the smoke) and one named "vyfuk konec"​. Doesn'​t seem like its possible to have a pair of these (since we have two engines), so I just placed them on the left engine.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_f_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_f_2.jpg }}
  
   * Furthermore,​ you can specify directly where the wheel dust is to take place (!). Its by placing a vertex directly beneath the wheels in Memory LOD. We`ll place the pair for the rear set if wheels. The vertex on the left is called "levy prach" and right is called "pravy prach"​.   * Furthermore,​ you can specify directly where the wheel dust is to take place (!). Its by placing a vertex directly beneath the wheels in Memory LOD. We`ll place the pair for the rear set if wheels. The vertex on the left is called "levy prach" and right is called "pravy prach"​.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_f_3.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_f_3.jpg }}
  
   * Would be nice to have some spotlights for night landing, right? Sure it would. We haven'​t modeled spotlights on our model, but never mind. We`ll do spotlights anyway. In memory LOD, place four vertices like this at the lower front. Name them as in image. This will create two spotlights that can be turned on or off at night. Makes taxiing easier ;)   * Would be nice to have some spotlights for night landing, right? Sure it would. We haven'​t modeled spotlights on our model, but never mind. We`ll do spotlights anyway. In memory LOD, place four vertices like this at the lower front. Name them as in image. This will create two spotlights that can be turned on or off at night. Makes taxiing easier ;)
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_f_4.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_f_4.jpg }}
  
 OK, that's enough detail for now, isn't it? One last thing... OK, that's enough detail for now, isn't it? One last thing...
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 As usual, I give a short overview of the configfile. Im not teaching C++, so don't ask me about what classes are or such questions. If you don't have a CLUE on what this config does, you need to hook up with someone who knows if you want your addon in the game. As usual, I give a short overview of the configfile. Im not teaching C++, so don't ask me about what classes are or such questions. If you don't have a CLUE on what this config does, you need to hook up with someone who knows if you want your addon in the game.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_g_1.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_g_1.jpg }}
 //Part 1 of the configfile//​ //Part 1 of the configfile//​
  
 In the first part, we have the usual declarations,​ the CfgPatches class and where out model is introduced to the game for the first time, and the CfgModel class where we specify which type of addon this will be and what subclasses we need. In the first part, we have the usual declarations,​ the CfgPatches class and where out model is introduced to the game for the first time, and the CfgModel class where we specify which type of addon this will be and what subclasses we need.
  
-{{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_g_2.jpg }}+{{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_g_2.jpg }}
 //Part 2 of the configfile//​ //Part 2 of the configfile//​
  
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 OK lets get this over with quickly. The last thing to do is to make the "View Pilot" and "View Cargo" LODs, just like you did in lesson 4 and lesson 5. Easy, just right click "​0.00"​ LOD, select duplicate twice. Change the two new LOD copies to View Pilot and View Cargo. Now the messed up 1st person view for the pilot is no more!. See lesson 4 (helitut) for more in deep info about view-lods. OK lets get this over with quickly. The last thing to do is to make the "View Pilot" and "View Cargo" LODs, just like you did in lesson 4 and lesson 5. Easy, just right click "​0.00"​ LOD, select duplicate twice. Change the two new LOD copies to View Pilot and View Cargo. Now the messed up 1st person view for the pilot is no more!. See lesson 4 (helitut) for more in deep info about view-lods.
  
-{{http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_h_1.jpg}} {{ http://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_h_2.jpg}}+{{https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_h_1.jpg}} {{ https://​pmc.editing.wiki/​images/​Brsseb/​Brsseb_lesson6_h_2.jpg}}
 //The plane ingame! Pretty nice, huh?// //The plane ingame! Pretty nice, huh?//
  
-Get final PBO [[http://​pmc.editing.wiki/​downloads/​Brsseb_lesson6_end.rar|Brsseb_lesson6_end.rar]].+Get final PBO Brsseb_lesson6_end.rar ​below.
  
 So compile the plane for the last time, and check it out ingame. If all works as planned, feel proud. If not, try again, make yourself 200% sure that you don't have any typos or anything. If everything fails (or you spotted a bug in this tutorial, mail me at brsseb@hotmail.com). ​ So compile the plane for the last time, and check it out ingame. If all works as planned, feel proud. If not, try again, make yourself 200% sure that you don't have any typos or anything. If everything fails (or you spotted a bug in this tutorial, mail me at brsseb@hotmail.com). ​
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 BRSSEB BRSSEB
 +
 +**Download** OFP.Brsseb_Lesson/​ Torrent Magnet from below:
 +<​code>​
 +magnet:?​xt=urn:​btih:​40aac3407210ddb8ffcee06cdb009c0b099ccdce&​xt=urn:​btmh:​122046986f756bcebf9744dc9f81bc3fc736a54e164113ec62e18c827a4a06271364&​dn=OFP.Brsseb_Lesson&​tr=udp%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce&​tr=udp%3a%2f%2ftracker.openbittorrent.com%3a6969%2fannounce
 +</​code>​
 +
  
 ====== Notes ====== ====== Notes ======
  
 This tutorial was written by Brsseb in [[http://​ofp.gamepark.cz/​_hosted/​brsseb/​|ofp.gamepark.cz/​_hosted/​brsseb/​]],​ it was posted here with his permissions,​ thank you Brsseb! This tutorial was written by Brsseb in [[http://​ofp.gamepark.cz/​_hosted/​brsseb/​|ofp.gamepark.cz/​_hosted/​brsseb/​]],​ it was posted here with his permissions,​ thank you Brsseb!
 +
ofp/modeling/brsseb_lesson6.1478289528.txt.gz ยท Last modified: 2016-11-04 19:58 by snakeman