Honey Badger's Tinker Shed

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Re: Aragorn's Tinker Shed

Post by Shutter » Tue Dec 06, 2011 1:48 am

Clearly your secret plan is to paint it electric pink.

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Re: Aragorn's Tinker Shed

Post by Honey Badger » Tue Dec 06, 2011 1:51 am

Totally. 8-) Sadly I have a lot of work ahead of me.
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Re: Honey Badger's Tinker Shed

Post by Honey Badger » Tue Dec 13, 2011 10:52 pm

GAC M1A1 Abrams MBT painted up in snow camo (took 20 minutes).

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EDIT: Working on the M6 now and noticed this. I select a polygon, paint it, and only one side is painted. I selected to other side, painted, and only the one side was painted. This begs the question, how do you paint both sides of a polygon?

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(this can be noticed on the M1A1 above.)

EDIT2: Just messing around and looking at some of my Flightgear aircraft. Realized I could import .ac's and export as .dnm's. Second facepalm of the day. now working on converting FG models to work with YS (no success yet). And no, I'm not cutting down poly's. That's the whole point of the conversion: to have high poly, lag happy, uber detailed aircraft in YS. An example: Kuro UH-60 vs FG UH-60.

Kuro: Image

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Re: Honey Badger's Tinker Shed

Post by Iceman » Wed Dec 14, 2011 3:11 pm

Trying to convert YS into FSX is kind of futile.
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Re: Honey Badger's Tinker Shed

Post by Shutter » Wed Dec 14, 2011 3:13 pm

Yeah bud just that wheel has as many polys as a ys plane. It's silly to have so many when you can just smooth and have almost the same damn thing (minus the lag).

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Re: Honey Badger's Tinker Shed

Post by Shiny Rice » Wed Dec 14, 2011 3:43 pm

He said before "lag-friendly" but I don't know if you right on that. Have you tried it on YS? Ah, and check your PMs. We have to talk about these. By the way,
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Re: Honey Badger's Tinker Shed

Post by VNAF ONE » Wed Dec 14, 2011 11:55 pm

Honey Badger wrote:That's the whole point of the conversion: to have high poly, lag happy, uber detailed aircraft in YS. An example: Kuro UH-60 vs FG UH-60.
I think he still wants it the way it is without making ys all happy and whatnot. I'd like to see how it works. I don't mind having some crazy detail aircraft in ys as long as they dont crash me offline.
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Re: Honey Badger's Tinker Shed

Post by Gunny » Thu Dec 15, 2011 12:12 am

Just think of it as if they where models sitting on your shelf some are 1/72nd scale hi-def low detail and some are 1/24th scale hi-def hi-detail just nice to have in the collection as eye candy.
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Re: Honey Badger's Tinker Shed

Post by Honey Badger » Thu Dec 15, 2011 12:30 am

Interesting array of feedback. I don't think this is too practical until YS can support more variables in the .dat. We all know what a .dat looks like but an FDM (Flightgear .dat equivalent) is much different. FG can handle Cyclic and Collective controls as they would in real life not to mention Hot spots (clickable parts of the aircraft). They require much more work to make considering there isn't a fill in the blank type FDM's. Each is one is created nearly from scratch. So saying: I'm not going to try and convert until YS is considered a flight sim by the rest of the world (internet).
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Re: Honey Badger's Tinker Shed

Post by Crazypilot » Thu Dec 15, 2011 11:11 am

You can do more than just fly planes in YSF.

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Re: Honey Badger's Tinker Shed

Post by NavyGator » Fri Dec 16, 2011 5:26 am

Yeah, YSFlight is more like a Physics Engine Interface,
Uh-Oh, that almost sounds Geeky
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Re: Honey Badger's Tinker Shed

Post by Crazypilot » Fri Dec 16, 2011 6:53 am

What so nerdy about trying to shoot down gunships with stinger missiles from the ground?

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Re: Honey Badger's Tinker Shed

Post by VNAF ONE » Sat Dec 17, 2011 9:55 pm

YS is a flight sim. It already has been considered so however it's a little difficult for FSX junkies to believe so because they think flight sims are all about looking really good and oh how pretty the sun rises and blahblahblah.
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Re: Honey Badger's Tinker Shed

Post by Honey Badger » Sat Dec 17, 2011 11:09 pm

That's kinda what I meant. :D
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Re: Honey Badger's Tinker Shed

Post by Crazypilot » Sun Dec 18, 2011 5:33 am

But the fun you get in YSF you won't get ANYWHERE.And staying on topic those tanks look nice.

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Re: Honey Badger's Tinker Shed

Post by Boom » Fri Jan 06, 2012 12:02 am

I think that snow-tank would look better (but maybe not blend in better) with blotches of light light grey in the white areas. I find solid color paints end up looking a little cartoonish (not meaning silly and deformed).

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Re: Honey Badger's Tinker Shed

Post by Honey Badger » Fri Jan 06, 2012 1:10 pm

No offense taken. I've been tossing it around myself. I thought it was okay just white but you raise a good point.
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Re: Honey Badger's Tinker Shed

Post by Honey Badger » Fri Jan 20, 2012 3:53 pm

UPDATE! I've been continuing my KLFT map and expanding. I'm now working on adding KOPL. Here's an interesting idea I've had (and tested). We all want photo realistic scenery, right? Well, I figured it out. If you happen to have shitloads of patience, then it is possible to set a super high resolution image as a reference pic in the scenery editor and make a polygon tracing everysingle pixel on the image. Now use a picture editing program to find out a pixel's color. Set that color as color one in scenedit and recolor the corresponding polygon that color. Repeat until all pixels are colored to match the pixels in the image. In YS, this should create the effect of photo realistic scenery. However that explains why you need extremely high resolution reference pictures because the lower you go, the more visible the individual pixels are. As I said, you need shit-tons of patience to make this worth while. This is pretty unpractical too. But it's the only way I can think of the create the effect using scenedit (short of converting an image into a ground object or .fld, something that is probably impossible and also impractical.). FYI, it took me about 20-30 minutes just to place and paint about 50 pixels.
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Re: Honey Badger's Tinker Shed

Post by waspe414 » Fri Jan 20, 2012 8:30 pm

Back when Chastlet was doing things with elevation grids on YSP, I was considering the feasibility of a program to do exactly that. Import an image, size it, export as a .fld. It would work for things like logos, but I don't think it'd be to great for fullsize maps. Cause if you had a program to do it for you, some people would import really bad screenshots, and every once in a while you'd fly over the Google logo.

It's up there with a YS sister program to enhance flight dynamics on my list of things I will never be able to do...
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Re: Honey Badger's Tinker Shed

Post by Shiny Rice » Fri Jan 20, 2012 9:17 pm

Can we take a look at that? And what happened with your vehicles repaint?
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