[BBJ] Boeing Business Jet 737-700 [BBJ]
#21
Posted 09 April 2008 - 07:35 AM
#22
Posted 09 April 2008 - 11:17 AM
#23 Guest_Ḉṍḍḝ%_*
Posted 24 April 2008 - 12:55 PM
#24
Posted 24 April 2008 - 06:55 PM
#25
Posted 25 April 2008 - 02:03 AM
#27
Posted 25 April 2008 - 03:52 AM
#28
Posted 25 April 2008 - 01:59 PM
Sandy, on Apr 25 2008, 09:52 AM, said:
Ok Cheers.
Dissapointed People. It seems that someone called 'Pierre' on this forum has been sending me threatening messages for no reason. I don't know if that is his correct username but this forum is the only one that knows about the BBJ.
My Hotmail said:
Yo dude,
Your BBJ sucks. Best wishes
Youd better scrap your project. Its going now where.
Im off for some gambling now, I watch you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I've never heard of this dude in my life and suddenly I'm getting abuse off him??
#29
Posted 25 April 2008 - 03:07 PM
#30
Posted 25 April 2008 - 03:20 PM
#31
Posted 25 April 2008 - 03:26 PM
Whiskey Delta, on Apr 25 2008, 09:20 PM, said:
You ned to start out smaller instead of setting your sights on competing with the very best payware companies out there.
PMDG's MD11 has been in development for years and they've already had experience with other addons -- so, I think this is too much for a complete 'newbie' to handle.
Of course, I could be completely wrong...
#32
Posted 25 April 2008 - 03:33 PM
#34
Posted 25 April 2008 - 03:40 PM
#35
Posted 25 April 2008 - 03:42 PM
Whiskey Delta, on Apr 25 2008, 09:40 PM, said:
That wasn't the part of the project my post was aimed at.
It's all the systems, gauges, panel etc.
No wonder most freeware developers (and even a large handful of payware) skip all the complex stuff...
#36 Guest_Ḉṍḍḝ%_*
Posted 25 April 2008 - 04:54 PM
#38
Posted 27 April 2008 - 08:00 PM
In *my* opinion, the "easy" part is the visual mesh. It's relatively easy to push, pull, bend, fold, abuse, mutilate, and perform other unnatural acts on polygons, points, etc.
Texturing the mesh can be complicated, but then the artist goes to work creating the eye candy maps - bump, specular, etc....
Animations - I separate animations from the visual mesh (point 1). Nowadays, this is where creativty comes in with the xml coding.
gauges and panels... see animations, and complicate it by adding conditions, etc. It's wasy if you use the default gauges and isntruments in you project, but if you want to use a specific instrument/gauge/MFD, then you better be cozy with the operating manual of the instrument, and think in XML.
I would put Flight Dynamics as the most diffcult part of modelling an aircraft model, if only because it is the least (officially) documented section of flightsim modelling. And at that, I put in only very slightly ahead of gauge/panel making.
#39
Posted 28 April 2008 - 06:19 AM
Whiskey Delta, on Apr 25 2008, 09:40 PM, said:
This is the part when you start talking out your because you can't get any other forms of backup, Sam.
You've only (claimed) to have modelled a Cessna 150, a BBJ with panel, gauges, top notch performances and realistic operations is not going to be easy, considering the fact you've never flown a 737 in your life, unlike PMDG who gets 737 pilots to tell them in detail how it operates.
#40 Guest_Ḉṍḍḝ%_*
Posted 28 April 2008 - 05:09 PM
1) Modeling
2) Texture Mapping
3) VC
4) Animations
5) XML Coding
If needed more ask