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Topic: Huey diary, Progress on uh-1dodo< Next Oldest | Next Newest >
Rats404
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Posted: May 02 2007,16:57

Lovely work as usual mate.

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Bluebottle
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Posted: May 03 2007,16:48

Rotor slap? it is worth a try, aircraft forces have been used to generate sounds before so I might be able to extend that. For the main sounds.I may be seeking a sound specialist.

At the moment I am going over the number of polys and combining objects where possible, I don't want to wind up with a frame rate hog.
My attention is moving on to the VC, my Mac crashed , which is very rare and I lost a few hours texture work but that has been redone. Thanks to some material received from Panther and Ascout I have managed to work the correct switchgear for the Vietnam war era, there have been many subtle small changes over the years.

There isn't much to see at the moment but I have included a corner of one of the texture sheets I have started. On the left is the partly completed switch/markings layout for the pedestal. On the right is part of the overhead which has started to receive some detail, showing the banks of contact breakers



Edited by Bluebottle on May 03 2007,16:49

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Mark Adams     U.K.    Hovercontrol Certified Pilot

Bluebottle: Flying insect with unsavoury habits,
incapable of flying in a straight line, often lands inverted.
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Bluebottle
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Posted: May 08 2007,17:56

Work on the textures continues.

I am adding in the smaller components and brackets in the VC. This is the time when any errors in the shape of the model become obvious but everything seems to fit together properly whcich is a good sign.

Gmax/makemdl must have thought I was having too much fun with Photoshop so they refused to compile the model any more (as they do). I'm not sure what the problem was but I have removed all the texture mapping and things are working again, I just have to remap all the textures which is a pain.

Once I have got all the new bits fitted into the cockpit and textured I will post some screenes and send the model off to testers to check over and hopefully I can sign that part off.


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Mark Adams     U.K.    Hovercontrol Certified Pilot

Bluebottle: Flying insect with unsavoury habits,
incapable of flying in a straight line, often lands inverted.
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Bluebottle
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Posted: May 15 2007,13:22

Had a bit of bad luck with Gmax which refused to open the huey files and forced me back to an earlier version,  yah-boo-sucks.

A build went out to a handful of testers to check over, I am still waiting to hear back from most but the replies so far are good, if all is well then I can finish up the interior and master textures and move onto the animations and then the gauges and airfile.

I have added the sliding windows in the cockpit doors and mapped the larger objects and focus is now on the vc.

These shots were taken while I was placing the smaller items in the VC, the first shows the rough "sketch" textures in place so that I can place things, these will be worked up into proper textures once I get the all clear from the testers. The Collective head in the foreground still waiting for 3 more switches, the green block in the centre is the pilots heat/vent control and on the far side under the screen in dark green is the strengthening structure for the nose. The main panel has some photos stuck to it where the gauges will be and a few of the  screws/rivets.




Second pic is the overhead panel, you can see I have misplaced the airvent (top left). The hand holds have already gone in on either side of the overhead and above the doors (just visible in this small pic.). The door-frame structure is visible and you can't really see it but the word "stowage" is written backwards on the grey pillar aft of the door, Just the kind of boo-boo that I was checking for; the texture is mapped back to front in Gmax - easy enough to flip over. The pale green areas are not textured at all yet.



Edited by Bluebottle on May 15 2007,13:28

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Mark Adams     U.K.    Hovercontrol Certified Pilot

Bluebottle: Flying insect with unsavoury habits,
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sshelo1
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Posted: May 15 2007,19:31

Driiiiiip, Driiiiiip, zzztttt, pow! Great there goes MY keyboard. Well there not that expensive, but it looks like I might have to buy a new TrackIR (due to wearing mine out looking around that VC) when that Huey comes out. :D Question, I'm sure you've gotten this one before, but will all the buttons and switches in the VC work like the realworld counterpart? Excellent Job, keep up the great work. Have bank account waiting!!! :)

P.S. I might even have a Secret Swiss bank account available for something like, hmmmnn, maybe an MD500 series aircraft...  :cool:


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Bluebottle
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Posted: May 15 2007,22:28

Thanks

I certainly going to have as many as possible functioning correctly, many of the military systems work invisibly in the freeflight mode of the sim but it may be possible to have them work in missions, things like the extra comms, voice encoders, friend/foe systems etc. I haven't looked into it fully but what seems like a dummy switch in freeflight mode may decide how much freindly fire you have to fend off!

That isn't a promise but I am building with the mission system in mind.


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Mark Adams     U.K.    Hovercontrol Certified Pilot

Bluebottle: Flying insect with unsavoury habits,
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Bluebottle
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Posted: May 18 2007,22:59

There were a couple of catches the testers made on the last build which have now been addressed (I hope!) and the mods have been sent out with some improved textures. The degree of flex in the rotors at rest is the only thing outstanding and I need to check if that has reduced since the 70's.

I can start to commit the textures so I have added a nice matt luster to the paint and started working up the master textures for the exterior, the interior still has quite a few additions before it is complete.

This fs9 pic was taken while I was checking how the light hits the cheakpiece contour on and behind the pilot's door (just under the window), the ribs on the top of the main panel are just visible and the seat armour. This is still with the rough guide textures, I can't wait to start the proper textures as that is the bit I enjoy most.



Edited by Bluebottle on May 18 2007,23:05

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Mark Adams     U.K.    Hovercontrol Certified Pilot

Bluebottle: Flying insect with unsavoury habits,
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Focha
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Posted: May 20 2007,12:39

Hi there.

Amazing job specially the VC. Finally someone is doing this as it should always be. Ok im here to tell you that i have some photos that i took a while back on a 205 that came from US Army and was modified for civil use (firefighting). If you are searching for some photos of this bird i took them especially for FS design. I take photos at details, like collective, cyclic, overhead panel, center panel, ins. panel, doors, seats... And so on. So if you need some of them send me a PM.

Continue with the great work and nice idea to have a diary of the project.

Best regards.

Focha


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Carlos "Focha" Cavaleiro
LPPR, Portugal
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Bluebottle
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Posted: May 22 2007,21:58

Thanks for the offer Focha, I will have a think about that

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Mark Adams     U.K.    Hovercontrol Certified Pilot

Bluebottle: Flying insect with unsavoury habits,
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MSP_Aviation
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Posted: May 23 2007,19:49

The exterior model is looking fantastic. Keep up the great work!
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VulcanB2
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Posted: May 30 2007,21:55

That is looking fantastic Mark!!  :D

Quote
Just by the exhaust you can see a jagged line where  the self shading doesn't like the way I did the mesh, something to watch for if you do your own models.

The bane of my existence!!!  :angry:  :laugh:

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Robin.
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Tahltan
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Posted: June 08 2007,00:03

Just checking on the progress haven't seen any new posts on this subject lately.

No rush as i am a firm believer if you going to do it do it right just like you guys did on the 206


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airbn506
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Posted: June 08 2007,21:14

she looks amazing so far. excelent job.

you mentioned building with the missions in mind and I know it is a ways off but with the adrenaline(sp) expantion pack enabling us to do sling loads maybe an animated cargo hook is in order? I know no one has any idea how it all works but its just a thought.


Edited by airbn506 on June 08 2007,21:14

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Bluebottle
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Posted: June 09 2007,20:59

I had to go abroad for a little while, hence the little break in the diary updates.

It is interesting to see mention of the MS adrenalin release. I hope to take full advantage of the new features and perhaps bend them into Dodo shape to get that little bit more out of them. Until first hearing about the heli features I had been looking into using C programming and various combinations to get some sort of convincing long line feel. Obviously I dropped the idea when I heard an fsX native system was in the works.

Unfortunately, I won't be able to discuss any Adrenalin functions until the aces lift the usual non-disclosure agreements - but I will be lobbying hard for the rotary features (assuming the Aces chose to keep me in the loop through the testing stages of Adrenalin).

The huey model has only changed a little, I have been triying to rationalise the layout of the textures sheets including some resizing of textures that need more/less detail (I don't want an excessive number of sheets as this obviously impacts framrates).

I've also been experimenting with the way the rotorheadsblur to see what can be gained in fsX, hard to explain but I was looking at modelling the blur rather than modelling the head and then make it blur.

A couple of new things have been thrown up by the testers, they really don't let me get away with much which is how I like it. A German huey pilot pointed out that the upper surface of the vertical stabilisor was too convex and I'd missed an exterior fluid level check window, that kind of thing is too small to show up in a screen shot so I don't have any pics today.


Texturing stiil needs to be done on a lot small items such as hinges etc., particularly in the vc. I probably need to do an fsX build to make sure that nothing has been broken, I will do some "in game" shots of that when it happens.

I want to get onto flight behaviour and systems fairly soon so that the pilots have something to go at, so I will leave the creation of fully finished textures (weathering etc.) until later.


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Mark Adams     U.K.    Hovercontrol Certified Pilot

Bluebottle: Flying insect with unsavoury habits,
incapable of flying in a straight line, often lands inverted.
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Bluebottle
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Posted: June 26 2007,09:59

A lot of demands on my time have slowed things up recently, I am still mapping textures which I had hoped to havbe finished by now.

This first pic was taken while I was checking the bump map layout ready for an fsX build. The exagerated rivets and surface detail will be converted into a bump map and will appear as raised/sunken areas but I use fs9 to check alignments etc first to save time so both of these are fs9 shots, not X.



In fsX untextured areas do not display and cause problems so I also have to map the interior before I continue. Here, looking over the pilots shoulder, you can see that a lot still needs to be done. I am pleased with the way the cyclic grips have turned out so far but mapping them is going to be awkward. The asymetry of the huey cockpit is clear in this shot. The littlegrey bumps at the top of the shot are the contact breakers on the overhead panel.

One thing I hope to discover with this next build is how much a bump map for the interior will affect frame rates. It would be a nice thing to have but only if it is not a performance killer




Edited by Bluebottle on June 26 2007,10:02

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Mark Adams     U.K.    Hovercontrol Certified Pilot

Bluebottle: Flying insect with unsavoury habits,
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Bluebottle
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Posted: June 27 2007,16:37

OOPS!
I made a stupid mistake and destroyed one of my texture sheets. Then got really stupid and automatically saved what I had done as my backup....DOW!

So I am even further behind at the moment, I have redone what was lost and done some of the fiddly little objects in the VC but still have some to do.

These are still only the rough textures that will need to be worked up later, it is important at this stage to maximise the textures by thinking about how enough detail can be suggested with the minimum of pixels used and what resolution will do the job for the distance this object will be viewed at. It is just the same as getting the most out of the fewest polys when making a model - it all helps the final framerate performance.

This is the co-pilot's footwell, as you can see from the previous pic, painting some surface releif makes a huge difference.



Edited by Bluebottle on June 27 2007,16:39

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Mark Adams     U.K.    Hovercontrol Certified Pilot

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RickB
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Posted: June 27 2007,17:41

That's freakin awesome Mark, these little teasers are killing me LOL But love the updates!!!!

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Bluebottle
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Posted: June 28 2007,07:00

Thanks Rick, as long as people don't get bored I will carry on with the updates.

I hope it gives some idea of why it takes so long to create a new aircraft (for anyone that hasn't tried it). The huey has barely started out at this point and the really hard stuff is yet to come but already there are months of work, research and experiments which have to be done again now for fsX).

But I love it.


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Mark Adams     U.K.    Hovercontrol Certified Pilot

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Bluebottle
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Posted: June 28 2007,07:28

A new team member has joined the Dodo wranglers.

Another huey pilot, form the Vietnam conflict era. The team is kept very small and additions are rare but this kind of knowledge and experience can't be bought.

Plus they gang up and don't let me get away with stuff so the fewer the better  :cool:

As any developer will tell you, the testers are the unsung heroes and good ones are treasured ( they made me add that bit)


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Mark Adams     U.K.    Hovercontrol Certified Pilot

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markself
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Posted: June 28 2007,13:36

Mark:
    Man-O-Man.  Can hardly wait!  The updates really help us to stay connected to the project.  I've always loved the DODO, but it looks like you guys are going to surpass the Ol' DODO.  Put me down for one of the first DODO Hueys.
    Thanks for keeping all us DODOheads up to date.


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