Katahu, on Aug 23 2005, 12:18 AM, said:
Project Chevy
#41
Posted 25 August 2005 - 11:55 AM
#42
Posted 25 August 2005 - 02:38 PM
Edit:
Quote
Yup. It will take a lot of trial and error to get such dynamics just right.
tho it should be easy compared to the enzo. It's not as if the vette has delicate handling!
He was talking about the Suspention dynamics on the SR5. not the Vette. And the vette will prolly give him as much trouble as the enzo. The SR5 will be worse than both, seeng as how big the wheels are and how long the travel will have to be.
BTW? how do i set the pivots to make the wheels roll right
Edit#2: SHEEKS!!!! I just did a polycount on the SR5 and its came to 158,726 ploys.
Edited by MitchellDesigns, 25 August 2005 - 02:54 PM.
#43
Posted 25 August 2005 - 11:22 PM
http://www.skype.com/helloagain.html
Unlike other sites, you only need to provide is a username and passcode. All other info is optional [you don't even need to put in your real name]. I use it a lot to chat with some friends of mine from SimViation. And just like AIM or MSN Messanger, you can share files.
#44
Posted 26 August 2005 - 02:34 PM
#45
Posted 26 August 2005 - 11:58 PM
I have animated the steering wheel so that it is linked to the main rudder control and so that it rotates well over 900 degrees [like in real life].
It moves around quite nicely and it can gradually and steadily reach 150 knots and still maintain a straight line. It turns really well even at speeds of 30-40 knots without skidding to the side like the Ferrari did. This is the first official project where I create the dynamics on my own. In the past, I had to seek help from others on this issue, but I have now gained enough knowledge and understanding to start doing it on my own.
The sound files are being made by a friend of mine named Richie. He has an actual later-year Chevy Corvette that [even though the model of the car differs a bit] has surprisingly similar engine sounds. Therefore, he is able to provide actual engine sounds of a real chevy. Once he is finished with the sounds, I will then put them together with FS Sound Studio [payware] so that car addon can use it.
As for the panel, I am really having trouble looking a really clear shot of the car's console and dashboard [when viewed from eye-point] so that I could make a photorealistic panel. The gauges will still be made by someone else because I lack the skills and understanding of making XML gauges.
And finally, the textures. I am currently working on an exterior surface texture for the car's exterior paintjob. I am planning to create the "Indianapolis 500 Pace Car" paint scheme as the main texture for the addon package. And, like the Ferrari, it will contain multiple paint schemes so that you can have the texture that bests suits you. Textures will be made with PSP9.
*Stay tuned and don't touch that remote. Katahu will soon be back*
#46
Posted 27 August 2005 - 09:51 AM
Edited by MitchellDesigns, 27 August 2005 - 09:57 AM.
#47
Posted 30 August 2005 - 10:34 PM
Greeney, on Aug 15 2005, 06:49 PM, said:
#48
Posted 31 August 2005 - 06:05 PM
#49
Posted 04 September 2005 - 06:09 PM
#50
Posted 04 September 2005 - 06:18 PM
MitchellDesigns, on Aug 25 2005, 12:35 AM, said:
Edit: Heres what I need / want.
gmax.ini
plugin.ini
aircraft.cfg
CloudArtFilesAllOne.xml
fx_ChimneySmoke.fx
fx_VentSteam.fx
FSModelExp.dle
makemdl.exe
makemdl.parts.xml
AttachToolGmax.ms
GmaxClouds.ms
imagetool.exe
That should thin it down a bit.
I used that middleman thing.
Edited by PiP, 04 September 2005 - 06:19 PM.
#51
Posted 04 September 2005 - 06:55 PM
Can't wait to take that car on a test drive when you release it!
#52
Posted 05 September 2005 - 08:36 PM
Just look in the latest page of the Misc section. The Beta has limitations and serves to look for any flaws that might have managed to sneaked through [ex: not enough acceleration, scale of the model needs correcting, etc.]
I have already made improvements since its release. Here are the latest updates that were made after the Beta release:
I'll post more pics on the engine as soon as possible.
#53
Posted 07 September 2005 - 06:41 PM
BTW: Whats the poly count?
EDIT:Is that syspension system accurite or is that just somthing you made up?
Edited by MitchellDesigns, 07 September 2005 - 06:47 PM.
#54
Posted 07 September 2005 - 08:48 PM
I also used photos that I have gathered from the internet.
These were the clearest images I could ever find. From that point on, I had to figure out how the parts would move when connected.
So yes, the suspensions in Gmax are as close to the real thing as I could make.
#55
Posted 08 September 2005 - 12:44 AM
#56
Posted 08 September 2005 - 11:00 AM
#57
Posted 13 September 2005 - 12:15 PM
#58
Posted 23 September 2005 - 05:12 PM
#59
Posted 26 September 2005 - 03:40 PM
#60
Posted 26 September 2005 - 06:17 PM