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jthomas105
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Post by jthomas105 » Sun May 17, 2015 6:53 am

Sitting on an eclipse right now, need to make it's own dat, collider and cockpit. Looks like the colors were lost in translation, I don't mind those polys though.
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Post by tigershark » Wed May 20, 2015 12:33 pm

working on a gac a-400m for my what if gac pack i am doing.
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here some progress
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Post by Copperhead » Thu May 21, 2015 5:03 am

The J-10s are actually quite ironic.
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^The Murican^

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Post by Flake » Fri May 22, 2015 10:56 am

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Remember me? Guess who can render SRF files now! :D
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Post by Welshy » Fri May 22, 2015 11:18 am

<3
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Post by iqmal_97 » Fri May 22, 2015 11:36 am

I'm already eye-ing on that Alpha Jet. Dem lines...
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Post by Flake » Fri May 22, 2015 2:19 pm

Image

LET THERE BE LIGHT (again)

I was using atoi for my normals rather than atof - the different is one is a float and ones an integer - no normals, no shading!

Still a few visual artifcats to sort out but hopefully that doesn't take long. Home stretch babby!
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Post by Welshy » Fri May 22, 2015 3:13 pm

So are we looking at Flake writing an open source game???
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Post by Flake » Sat May 23, 2015 5:00 am

Hopefully - I'll use my own model format to not mess w/ soji's models - but the overall idea of his is very good. one model tree with many models in it, animate the tree - easy as dosh!

New problem: how to render a srf polygon that is in an odd shape: eg: L shape.

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The problem is I need a solution that works for all polygon types - Since this is a geometry problem rather then a coding problem perhaps a brilliant mind can help me?

I might just take to using gepolyx and making polygons in that and working out how they render by doing it step by step.

EDIT: BUT WAIT, THERE'S MORE! If you try it in 3 dimensions, it's even more wrecked!

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Edit: Solved the problem - well, mentally anyways. It's a triangle strip broken into triangle lists. :)

I just need to reshuffle the index (change the order of vertex definition.) This theory has passed the Ushaped poly test, the L shaped test, and the all ordinaries test. :)

https://i.imgur.com/vYi6gTF.png

Done. Thanks all, you've been a wonderful audience.
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Post by Kujo » Sat May 23, 2015 10:22 pm

Ran across this really amazing lookin' MiG-17, and decided that it would look nice in YSFlight. You airshow guys get to guess which one it is....

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Needs more decals and text around it, shading problems need to be fixed, and then it's done :)

---EDIT---

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Last edited by Kujo on Sun May 24, 2015 1:31 am, edited 1 time in total.
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Post by Neocon » Sat May 23, 2015 11:56 pm

Flake, you're operating on a level so far above me, your post was just gibberish to me. :lol:

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Post by Swift » Sun May 24, 2015 3:19 pm

i decided to make an alternate version of DOE's AC3 style F-14, here's my version:
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F-14 Top viewjpg.jpg
F-14 top frontviewjpg.jpg
F-14 Sunset.jpg
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if ( MadeBySwift )
{ cheatplane(); }

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Post by Flake » Mon May 25, 2015 3:44 am

I really like it - but I'm not sure what to think of the forward canards, can you make them more angular?

the split of the engine intakes to the center barrel is a really nice touch - keep that! :D
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Post by Margatroid » Mon May 25, 2015 5:01 am

OfficerFlake wrote:Image

LET THERE BE LIGHT (again)

I was using atoi for my normals rather than atof - the different is one is a float and ones an integer - no normals, no shading!

Still a few visual artifcats to sort out but hopefully that doesn't take long. Home stretch babby!
Epic win. I hope you get further with this and develop it into an actual game. Then YS (or rather your open source version of it) can finally progress into something that better fits the current community. I honestly do feel like an obnoxious, useless piece of shit in this community now when I compare myself to you, but that's a whole different story for another thread.
edit: OpenYS is cool too btw
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Post by Flake » Mon May 25, 2015 5:19 am

I've been pulling my hair out the last few days trying to work out how Soji does the triangulation.

I've been looking at the polygon crest source code and I just can't work it out.

my current solution isn't foolproof - if the index starts on an opposite winding angle, the entire operation is screwed.

I think I may need to ask for help.

Oh, and thanks btw.
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Post by Swift » Mon May 25, 2015 5:01 pm

OfficerFlake wrote:I really like it - but I'm not sure what to think of the forward canards, can you make them more angular?

the split of the engine intakes to the center barrel is a really nice touch - keep that! :D
thanks! but don't give me all the credit, DOE made the model. i'm just the crazy dude trying to make it cooler. problem is, his jets are so cool anyways that it's pretty hard to make them "cooler".
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if ( MadeBySwift )
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Post by Flake » Tue Jun 02, 2015 6:16 am

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Thought i'd see if it is possible to combine a PAPI with an Aircraft carrier. Turns out you can. Time to build something really good.
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Post by Kujo » Wed Jun 03, 2015 3:23 am

I smell some good ideas from Flake. 8-) Looking forward to seeing how that turns out

A small example of something I've been slowly progressing on. Are these colors too bright or are they okay?

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Once done, there should be 8 different paint schemes (seperate from the ones you see here.) The only struggle I've got are shadows in the cockpit, but working on that per model should create a pack with 8 planes without shading issues. Just takes some more effort than I usually have.
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Post by VNAF ONE » Wed Jun 03, 2015 3:36 am

Do these have the wing issue or is it just ours?
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Post by Kujo » Wed Jun 03, 2015 4:08 am

Fixed wing issue. It's just ours, even though I should fix that, too.
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