Flying_pig Posted January 20, 2013 Author Report Posted January 20, 2013 Actually as far as the nose gear is concerned that could be next to the rudder and still be in the right place since i will export it as a different object to take advantage of x-plane 10 features and i have fixed the elevator (i decided not to post a screenshot for such a small change this time) Quote
Ryan M. Posted January 20, 2013 Report Posted January 20, 2013 I happen to think that this picture really shows where the correct gear spot should be http://www.airliners.net/photo/USA---Air/Boeing-B-29-Superfortress/2065199/&sid=2889b112e498840ad295deefe9434148 Quote
Gjalp Posted January 20, 2013 Report Posted January 20, 2013 Hi mj12345, awesome, was wondering what was happening with the tail group. Ryan M's photo is what I was on about....the from wheel is crazy forward, although if you are going to alter the final position later then please ignore my request Slainte, AndyNZCH 1 Quote
Flying_pig Posted January 20, 2013 Author Report Posted January 20, 2013 Here are some screenshots of the nose gear and tail (i changed my mind on not having a screenshot) 1 Quote
Flying_pig Posted January 21, 2013 Author Report Posted January 21, 2013 (edited) I'm happy to hear that i think almost an entire page of this thread was devoted to the correction of the tail and rudder also it might have helped that the first image got 5,000 render passes the bottom one only got a more standard amount of 900 though Edited January 21, 2013 by mj12345 Quote
eaglewing7 Posted January 21, 2013 Report Posted January 21, 2013 Nice work on the rudder position, it looks good. Although it does look like the rudder extends to far down now, and looks like it might be cutting into the top of the tail gunners position. Can you by chance post a top view of the aircraft, just to check the wing, and horizontal stabilizer/elevator shape? Quote
Flying_pig Posted January 21, 2013 Author Report Posted January 21, 2013 (edited) Here's that top down view also it turns out i somehow moved the rudder down a little bit cause the problem that you saw it is now fixed, sorry if the images are a bit hard to see Edited January 21, 2013 by mj12345 Quote
Flying_pig Posted January 21, 2013 Author Report Posted January 21, 2013 decided to start preparing the model for uv-unwrapping here's a few of my first blender renders in the cockpit Quote
eaglewing7 Posted January 22, 2013 Report Posted January 22, 2013 Looks great. The rudder and vertical stabilizer look pretty much right on to me. The horizontal stabilizer is at the same level, the elevator just needs to taper back more from the outer edges to the fuselage, just a bit more. As for the cockpit, looks great, although I can't say I've ever really seen the interior of a B-29... Quote
Flying_pig Posted January 22, 2013 Author Report Posted January 22, 2013 Here's 3 really good pictures of the cockpithttp://www.cafb29b24.org/index.php?option=com_content&view=article&id=89:360-views-of-fifi&catid=13Just remeber ctrl + zooms in and ctrl - zooms out as long as the mouse is not over the photos also these do not work on mobile devices Quote
Pete_SMS Posted January 22, 2013 Report Posted January 22, 2013 hey, i have recently started making a b-29 super fortress for x-plane 10 i am currently work on the exterior 3-d model and am planning to make a fully functional 3-d cockpit however, the model for the plane is currently stuck in blender 2.56 which has a broken export script for x-plane and i was wondering if anybody knew a good way to convert it back to blender 2.49. anyways here are some screenshots inside of blender Hey there, this is looking great so far! What is your problem with the export script for Blender 2.56 and later. I use 2.65 and the sript works fine for me. Maybe I can help you figuring out what is going wrong on your side. Why do you think it is broken? Quote
Flying_pig Posted January 22, 2013 Author Report Posted January 22, 2013 Actually the issue i found may have self fixed itself but what happened was on a plane a made just to familiarize my self with the export script you could not delete keyframes for dataref values and you also could not add more then one value making it unusable however i got a little annoyed with 2.49 and decided to try 2.65 again and now it works fine though any tips would be much appreciated Quote
Pete_SMS Posted January 22, 2013 Report Posted January 22, 2013 Glad that it is working for you now. 2.65 and the new export script work great together! I haven't had any issues with the script so far and it is very easy and convenient to work with. So, you still have problems deleting keyframes? If you need help with respect to the script, let me know and I try to help. Looking forward to your finished B-29 project. Quote
Flying_pig Posted January 22, 2013 Author Report Posted January 22, 2013 no thankfully not anymore i spent two weeks trying to fix the problem before i gave up however when is was trying to animate the gear for some reason the dataref would not be detected by x-plane well the animation of the gear going up in plane maker would appear however in the sim it would not i eventually realized that in x-plane 10 you can just set the gear object to the gear on the aircraft and x-plane will animate for you but i don't know what was causing the problem i even checked another other .obj from some another aircraft (micheal_chang's awesome 767) to see what datarefs were used and found that i was using the correct one however there was one difference in the .obj that i saw working and the one that was not which was that the working ones were arranged so that they flowed across the screen with only the space key separating stuff well the one that didn't work started a new line after every command Quote
Flying_pig Posted January 26, 2013 Author Report Posted January 26, 2013 here are some more blender renders of the cockpit and exterioralso does anybody have any idea why the nose gear tires have so much noise here's are larger picture of them to show what i'm talking about 1 Quote
Flying_pig Posted January 27, 2013 Author Report Posted January 27, 2013 Yes, unfourtanetly they are all facing the right way Quote
Gjalp Posted January 27, 2013 Report Posted January 27, 2013 Are you using AO for rendering (also called shadow maps etc......), if so check the sample rate, it might be too low? Slainte, AndyNZCH Quote
Kieran Posted January 27, 2013 Report Posted January 27, 2013 Looks to me like a duplicate. Check that somewhere there isn't a 2nd nose gear tyre. Quote
Flying_pig Posted January 27, 2013 Author Report Posted January 27, 2013 Ya i guess i somehow copied the nosegear tire twice unfourtanetly they are both grouped together so that could be really hard to fix Quote
Flying_pig Posted February 5, 2013 Author Report Posted February 5, 2013 (edited) Here are some much improved pictures of the cockpit (today i learned about 2 little things called cubic interpolation and tangent shading) also i am aware of there being to much rayleigh scattering at this pointand here's a picture showing why you don't import from sketchup (look in the background) and it also shows why bump mapping is awesome also the noise on the panel in the backround is fixed by doing an approximate render instead of a raytrace it's something weird that happened during conversion that's actually causing it Edited February 6, 2013 by mj12345 1 Quote
Flying_pig Posted February 9, 2013 Author Report Posted February 9, 2013 OK minus some minor noise in the background (I have already found the cause this time) i would say that the cockpit night lighting and rendering is about done. 1 Quote
Flying_pig Posted February 9, 2013 Author Report Posted February 9, 2013 Now that I have gotten the lighting to a point where I like how it looks i went out and fixed the bug on the elevator 2 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.