Decaff's Garage

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Re: Decaff's Garage

Post by Flake » Wed Nov 14, 2012 3:57 am

Why is it double sided?

break it down into it's parts and debug, also give recalsrf.pl a try and invert the normals that way.
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Re: Decaff's Garage

Post by decaff_42 » Wed Nov 14, 2012 2:15 pm

I don't currently have that script installed in blender. Do i put the perl scripts with the python scripts in the scripts folder?
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Re: Decaff's Garage

Post by Flake » Wed Nov 14, 2012 9:39 pm

perl scripts run on their own with perl itself. you'll need to download perl plus the scripts from ameshis site. A google search will get you what you need.
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Re: Decaff's Garage

Post by decaff_42 » Wed Nov 14, 2012 10:13 pm

I wanted to see if I could establish a way to do this in blender, after three pieces and a test run, I think there is.

Export each mesh as an srf, and then re-assemble the model. So far in my efforts to do this I have encountered a few things.
1) make sure to scale the parts before exporting them. The scale I was building in was 1/10th real size, so I scaled it up before dealing exporting the srfs
2) make sure that the parts are centered. I forgot that the drawings I was using were not centered properly, and such all the meshes are off in the y direction. To compensate for this, once I import them into the new blend file, I open up edit mode and select all and set the average y value to 0.
3) making the moving parts parented without inverse to the empty objects, may not allow for animation. I will test this soon after I build up the fuselage.

By exporting the meshes as SRFs, their position in object mode and edit mode are switched so that in object mode they are at (0,0,0) while in Edit mode they are at (x,y,z)

My test:
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Re: Decaff's Garage

Post by bernholm » Thu Nov 15, 2012 10:32 am

Wholly offtopic, but... When will you update us on the Philippines.
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Re: Decaff's Garage

Post by Crazypilot » Thu Nov 15, 2012 12:25 pm

Think on the bright side, at least half of it is showing up properly.
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Re: Decaff's Garage

Post by decaff_42 » Sat Nov 17, 2012 8:44 pm

bernholm wrote:Wholly offtopic, but... When will you update us on the Philippines.
It's still coming, just not as quickly I ran into a slight scaling problem after 5 hours of work and took a break. I'll be getting back on that probably in a couple weeks.


Tu-95
I did a quick propeller animation test last night that failed spectacularly, so I will have to try a few more things. I'll try the rudder next, because that seems the easier to do according to the animation tutorial.

The good news is that the model looks the way it should in YSF now, so WOOHOO!
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-- Sat Nov 17, 2012 4:43 pm --

Okay, My initial success with getting the Tu-95 body to work crumbled into non-existance as any attempt I made to animate it failed completely.

Therefore, I decided to work on the F-18 Aggressors for a while. I am proud to say that the D model is almost ready for release.

I re-vamped the cockpit animations to match the physical model's movement so that for example, when the canopy was open, the instrument panel said it was.
I added the fuel probe from Flake's YSAAF hornets and matched the animation CLA.
I found and fixed a rouge part of the afterburner that was happily spinning and flying around 20m outside the plane.

To get the rest of the C models ready, I have to do a lot of dnm work and CLA editing to get everything in place, but now that I know the things I have to do, it should go faster.

Once I get that done, I will then deal with the A/B/C/D "blanks" and get those animation CLA's ironed out.

Then I can do final touch-ups on the dat and then release them!

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Re: Decaff's Garage

Post by iqmal_97 » Sun Nov 18, 2012 9:33 am

To say I'm anxious and thrilled for this pack's release is an understatement. Finally I'll have the chance to kick some Falcons and Eagle butts in the skies of YsFlight.
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Re: Decaff's Garage

Post by Lazer » Mon Nov 19, 2012 5:45 pm

Great job Decaff! Coming along nicely and I hope you aren't having to much trouble with it. I can't wait to download this bad boy.
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Re: Decaff's Garage

Post by decaff_42 » Mon Nov 19, 2012 6:12 pm

Well, I think I have the F-18C/D aggressor animations ironed out, so now I can get those ready for release when I get the lst file tested and worked out.

A little update on another little project.
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a while back I made a missile that was designed to be carried by the Tu-22M3. To match the missile, I have upgraded the Tu-22M3 from the Oranleed Pack to include a few decals and other mesh changes to match this plane: 1 2

I will include a couple of features such as a realistic bomb load, per wikipedia and other images I've seen.
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Re: Decaff's Garage

Post by iqmal_97 » Tue Nov 20, 2012 1:36 am

Maybe some navigational and landings lights would be appreciated also. It'll make night missions with this beast a lot more eye pleasing. And this is just a suggestion. You could ignore it if you want to. ;)
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Re: Decaff's Garage

Post by VNAF ONE » Tue Nov 20, 2012 2:58 pm

That's something I like to see on new paints as well. Just some of those lights much like the ones used on the 757's and new F-16's. I enjoy flying at night when there's blinking lights everywhere haha.
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Re: Decaff's Garage

Post by decaff_42 » Tue Nov 27, 2012 4:16 pm

Alright, so I have been fiddling around with blender and exporting dnms. From experimentation, I have found on my tu-95 model, that any part that I want to animate that I parent to a blank object, does not animate. Only parts that can be positioned to rotate without needing an empty object can be animated.

I looked at a bunch of different models, and it seems that all of the empty objects are in a different layer. I have yet to see how to move the empties while keeping the parented parts in the normal layer as the non-moving parts.


My animation woes aside,
After fine-tuning the F-18 aggressors, I have begun the final painting and part inserting to create the final pack. I fixed my .lst issues as well as it was stupidity on my part that caused them in the first place... :?

I have decided to release the A/B/C/D blanks as a separate pack.
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Re: Decaff's Garage

Post by decaff_42 » Wed Nov 28, 2012 4:56 am

Check out my website YSDecaff for all my tutorials and addon releases.
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Re: Decaff's Garage

Post by decaff_42 » Wed Dec 05, 2012 4:24 am

Alright, Got inspired to work on some B-737 paints. Googled about 20 or so cool looking liveries to see what I think I can reasonably make. Assembled blanks of -200, -400, -500, -700, and -800 versions to make multiple paints easier.

Here's the beginning of the first livery. Can anyone guess the carrier?

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Re: Decaff's Garage

Post by waspe414 » Wed Dec 05, 2012 4:35 am

Canjet looks better than Westjet.
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Re: Decaff's Garage

Post by Turbofan » Wed Dec 05, 2012 2:21 pm

^Looks amazing Decaff. If I may make a request, would you release a copy of your repaints without the registration numbers? One cannot use multiple aircraft in replays when they have the regs on (unrealistic to have 5 N###WNs or whatever at the same time).
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Re: Decaff's Garage

Post by decaff_42 » Wed Dec 05, 2012 4:36 pm

I could spam out a few different registration numbers for the different planes. I prefer to have that detail.

I think I'll label them B737-700_WestJet_C-FGWJ of something like that so that you can select different planes. For some airlines, there may be different schemes for the different tail numbers, but those will probably be different model types (B737-500, -700 etc)

I think that making the 737 AEW&C could be reasonably be done with the blanks I've made, I'll probably give that a shot later on after some other paints.

I'm thinking of doing these planes, I'm not sure if I will be able to, but a few would be nice.
SpoilerShow
Garuda Indonesia -800
Canjet-800
Cargoair -500
British Midland -500
Malaysia Airlines -800
Regional cargo -200
Mango -800
La Sante icaro -200
Jat Airways -500
Air Central West Africa -800
Norwegian -700
Turkish -800
Zambezi-400
Transavia -800
Thomson-800
Air-Berlin-700
European-200
Avolar -400
Jet2.com-400
I definitely want to get a Kulula, not sure what scheme to go with. Maybe a This way up -800

Do you guys have any suggestions that would be fairly simple but good looking?

Here's the Westjet-700
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Re: Decaff's Garage

Post by decaff_42 » Sat Dec 08, 2012 4:06 am

An update:

Registration numbers are now on the undersides of the wings as well as normal spot on fuselage.

3 different Westjet 737-700 serial #s and tail numbers and an update to the winglet.
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Two 737-200 Air Berlin liveries. I will probably do a -700 or -800, more current livery.
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Re: Decaff's Garage

Post by Kilo 11 » Sat Dec 08, 2012 4:41 am

All this looks great :) What about the TU-95?
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