Martin-Dutchie's Blender Hangar

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Re: Martin-Dutchie's Blender Hangar

Post by Welshy » Thu Jun 09, 2011 1:59 pm

Gunny,
I'm at boarding school :P

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Re: Martin-Dutchie's Blender Hangar

Post by Gunny » Thu Jun 09, 2011 2:13 pm

And I reiterate no slake for you. :)

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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Thu Jun 09, 2011 2:17 pm

I am having testweek since yesterday, which means I only got about 2 test at a day, and that we don't have classes in the meantime. That explains it.

Gunny, this base is completely fictional, but I might add it into a real world scenery (Holland scenery). I can however not continue this project, because the scenery editor test versions still not allow any form of reference bitmaps. I made the runway 1500 meters long (I know, very short) to keep the base compact, but I can always add some meters of runway later. I need a sqn. opinion on that.

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Re: Martin-Dutchie's Blender Hangar

Post by Welshy » Thu Jun 09, 2011 2:22 pm

Ok it's what we call study leave....I'm on it :P
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Re: Martin-Dutchie's Blender Hangar

Post by Gunny » Thu Jun 09, 2011 2:31 pm

Of which test version are you referring Martin I downloaded his current test version and it did not have a graphics manipulation interface 2011/02/28 is the current test version is it not?
I am using the current stable version 2009/04/26.

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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Thu Jun 09, 2011 2:47 pm

I am using the newest test version, indeed the one from February this year. Because I am using Linux, I don't have very much to choose from. When I run the stable version in Wine, it sometimes stalls, when making complex polygons, and when trying to insert ground objects. I came pretty far in fact, I finished the land, but I still need to add cities, insert more airports, these all need to be FAA approved... And I already inserted some ground objects in it, so I can't even open it anymore in the "stable" version. The ideal would be a quick release of a fix to all current problems, so I can insert the base into Holland, and maybe even finish the scenery, so I might be able to release it in a far future...

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Re: Martin-Dutchie's Blender Hangar

Post by Gunny » Thu Jun 09, 2011 3:01 pm

There is a reference utility in the test version it under view at the bottom of the pull down I downloaded the test version again to see if Soji might have corrected the problem no such luck for window but i Did find the ref. stuff as I mentioned above.But having no experience with Linux at all I don't know if it would work for you it did in windows I tried it but without any zoom capacity who knows.Best of luck Martin.
If you inserted ground objects the ref and some Polys will disapear from view in windows the way to avoid disapearing refs. is to not insert them till the last step maybe in linux as well.

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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Tue Jun 21, 2011 3:07 pm

Anyway, back to YS:

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Re: Martin-Dutchie's Blender Hangar

Post by Phoenix » Tue Jun 21, 2011 3:07 pm

cool!

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Re: Martin-Dutchie's Blender Hangar

Post by Iceman » Wed Jun 22, 2011 7:10 am

Now that's CLASSY, bro. What's that for?
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Re: Martin-Dutchie's Blender Hangar

Post by Welshy » Wed Jun 22, 2011 7:18 am

323rd pack

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Re: Martin-Dutchie's Blender Hangar

Post by Iceman » Thu Jun 23, 2011 11:50 pm

All these new modders are just blowing me away. Great work.
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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Fri Jun 24, 2011 6:55 am

Wont be online for a week, looks like a great reason to mod! Welshy, take over 323 for the week please.

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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Thu Jun 30, 2011 11:00 am

More progress. Unfurtunately it will be the last progress for the coming 3 weeks. I am away for that time. Anyway:

[100AS]F/A-18 SUPERHORNET
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[208GH]A-10 THUNDERBOLT II
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[100AS]F-16C FIGHTINGFALCON
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Some issues, including unwanted smoothed edges, have to be resolved. Markings will be done when all the plane camo-ing is done. Suggestions/ideas/criticism are still welcome!

Click on the pictures for the full-size ones.

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Re: Martin-Dutchie's Blender Hangar

Post by vandal » Thu Jun 30, 2011 2:28 pm

All birdfarm fight? You should rip some of the panel lines and details from Icemans YSGHQ birdfarm pack and add them to it, same goes for the F-16 that Iceman is working on.
Have you thought about a trainer aircraft? I have a Birdfarm Bae Hawk T2 about to be released in the next week or so if you are intrested.
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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Thu Jun 30, 2011 3:51 pm

vandal wrote:All birdfarm fight? You should rip some of the panel lines and details from Icemans YSGHQ birdfarm pack and add them to it, same goes for the F-16 that Iceman is working on....
That's a great idea, I'll ask him straight away!
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The BAE Hawk was also our idea! Sure, I'm interested!

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Re: Martin-Dutchie's Blender Hangar

Post by Welshy » Thu Jun 30, 2011 5:24 pm

Vandal If I shot you a PM with my e-mail can you please e-mail me when released as ATM I can't use mediafire and I would like to have a go at doing that :P

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Re: Martin-Dutchie's Blender Hangar

Post by vandal » Fri Jul 01, 2011 5:12 pm

Welshy, I will be uploading to BOTH mediafire and RapidShare from now on. Back ups and all.
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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Thu Sep 01, 2011 1:38 pm

Entering the civilian side of modding...

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This is a totally revised, and (almost) completely scratch built Avanti, which I built around Taskforce 58's Avanti. I only recycled the animations and the door lines, which I have heavily remodeled to fit the new body. This Piaggio is an NLAir version (fictional paint). This aircraft counts 1426 faces, including all animated objects. 104 of those are part of the decal. Need to add lights, tail numbers and stuff. It does not have flap, aileron or rudder animations. I will include more paints, and aim to have as much as possible not yet existing Piaggio paint schemes. Feel free to request some in your comments.

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Re: Martin-Dutchie's Blender Hangar

Post by Neil » Thu Sep 01, 2011 1:47 pm

That looks epic martin!

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