Martin-Dutchie's Blender Hangar

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Martin-Dutchie
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Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Thu Feb 24, 2011 2:30 pm

Projects that I am working on:

Behind the scenes I have been making something which has been on the planning for a long time. I am now showing it to the public:

[YSFHQ]Ocean Territories

Ocean Territories is a low-lag, large scale map that will be a host to all our activities. Being completely fictional, we can do with it what we want, and create that map all of us probably had in mind for a long time. I hope that I can create this map with this scenery. Airports and landing strips will feature FAA-standard markings for runway areas, terminals for VA's and bases for squadrons will be featured!

Features:
  • 1 main hub per VA.
  • A lot neutral airports in various sizes, to fly to/from.
  • 1 Base per squadron. (You are always welcome at neutral airports, and may even be guests on other squadrons' bases/carriers.
  • Dogfighting area, surrounded by NDB's with the [FIGHT] tag, including north and south starting points.
  • Enemy bases of varying size on the outskirts of the map, but a small enemy base between some islands may make civilian flying a little more interesting :-P
  • An aerobatics airport, for freestyling and practising demo's. Flying there at own risk.
  • Anything you guys want!
Image

This map has a lot of things to see. 10 km high peaks, small islands, elevated airports, a volcano, and anything you like to see actually. That small blue thing in there is my grid, still set to 2 km in diameter...

Squadrons, VA's, etc. are encouraged to design their own airport, which I will include when approved. Standard bases are also available. You are free to submit custom ground objects for your base/hub, but keep in mind that this map is supposed to be low-lag, so I may reject certain designs.

I will copy this to the first post, since this will be the main thing I will be working on.

Any ideas, suggestions? Post them below!

Contact for design submissions, martin-dutchie[AT]323rd.cz.cc

To join this discussion, start reading from here!


Original first post:

The camo is complete, the canopy is enhanced, faces reduction at some spots, new AB and exhaust, shortened the gun barrels and I tamed the nose a bit. Also did some .dat editing, concerning the gear wheel positions and the number of rounds (3000 to 560), also added 2 smoke generators on the wingtips, where I will attach smokewinders on the demo team version. I still have to do a retractable refuelling probe, proper lighting, enhancing the gear animations, the smokewinders where I was talking about, and maybe some decals. Please feel free to suggest anything!

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Last edited by Martin-Dutchie on Fri Mar 11, 2011 7:19 pm, edited 7 times in total.

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Re: Martin-Dutchie's Blender Hangar

Post by Phoenix » Thu Feb 24, 2011 2:41 pm

Looks great!

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Re: Martin-Dutchie's Blender Hangar

Post by Iceman » Thu Feb 24, 2011 3:47 pm

Indeed. I can't wait to see the finished product.
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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Fri Feb 25, 2011 12:52 pm

My first try on the refuelling probe, it is assigned to the bomb bay button. Any suggestions are welcomed! :)

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Re: Martin-Dutchie's Blender Hangar

Post by Phoenix » Fri Feb 25, 2011 1:13 pm

How would it work, Wouldn't it say you crashed?

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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Fri Feb 25, 2011 2:10 pm

Phoenix, some planes have extra features, these can be activated with page up/page down, 1 button, and more, like the variable geometry wing buttons (were w/s). Try some of those buttons on a few high-detail planes.

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Re: Martin-Dutchie's Blender Hangar

Post by Gunny » Fri Feb 25, 2011 2:37 pm

For this reason Martin you should include in your readme .txt file a list of functions and corresponding Key assignments.
Just a suggestion. ;)
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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Fri Feb 25, 2011 2:38 pm

Roger that, Gunny. Thank you for the suggestion!

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Re: Martin-Dutchie's Blender Hangar

Post by Phoenix » Fri Feb 25, 2011 3:18 pm

get that certain keys allow different functions, but what I'm trying to say is that the refuelling probe cant connect to anything.

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Re: Martin-Dutchie's Blender Hangar

Post by waspe414 » Fri Feb 25, 2011 8:22 pm

I think it needs to be a little longer after the bend, but looks pretty good otherwise.
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Re: Martin-Dutchie's Blender Hangar

Post by Midnight Rambler » Fri Feb 25, 2011 9:56 pm

Phoenix wrote:get that certain keys allow different functions, but what I'm trying to say is that the refuelling probe cant connect to anything.
Sure, but we can pretend right?
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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Tue Mar 01, 2011 3:19 pm

My second try at the refuelling probe. I think it looks way better now. It is also more proportioned. It can be bigger, and the "door" blocks the probe, but I will work on that later. A try to phase the motion with a second door failed. I think I will let the upper part hinge backwards. I could also let the hose move a bit, so the door can be smaller. Tell me what you think that is the best way. :)

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Re: Martin-Dutchie's Blender Hangar

Post by Phoenix » Tue Mar 01, 2011 6:00 pm

Cool.

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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Wed Mar 02, 2011 8:03 pm

The smokewinders. This is for displaying purposes only, they won't be on this plane. (A demo version (where the smokewinders are made for) will be made in the near future, which will be the only one with the 2 smoke generators.) In the meanwhile, enjoy the picture:

Image

Updated first post, will be showing all my projects, and their progress. Will also contain links to release topics of done mods.

2nd edit. Since nobody replied after my last post, I will edit my last post.

Started on something special, cockpit lighting. 2 lights are attached to the head support, they will be controlled with the light button. The bright rendered faces are uncontrollable (yet). Note the shadow on the top of the dash.

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Cockpit image, 45 degrees down. You can see that there's still stuff to do.

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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Wed Mar 09, 2011 3:07 pm

Bump, see above post for updates.

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Re: Martin-Dutchie's Blender Hangar

Post by Iceman » Wed Mar 09, 2011 3:18 pm

The shadowing is really really awesome. But who's gonna see it?

And the cockpit looks great. Looking forward to this for sure.
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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Wed Mar 09, 2011 4:46 pm

Some more eye candy for you guys, the lights are done!

Front view:

Image

Back view:

Image

Not sure if ill leave all those ZL points on, I might delete a few of them. For now all the lights have at least 1 of those ZL's. Except the cockpit one. Keep me informed on your ideas! :)

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Re: Martin-Dutchie's Blender Hangar

Post by Gunny » Thu Mar 10, 2011 12:53 am

How about some foux data on the CRTs if possable?
This is looking epic. :)

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Re: Martin-Dutchie's Blender Hangar

Post by Martin-Dutchie » Thu Mar 10, 2011 3:45 pm

Foux data? CRT? Must have missed those things. Could you explain what you mean with those terms? (Feeling dumb now.)

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Re: Martin-Dutchie's Blender Hangar

Post by tigershark » Thu Mar 10, 2011 6:58 pm

Image

in this pic i see you got a smoke pods.can i ask my pm to have one because i need them for my august 1st display team & ask you a :?: how you get twin smoke on the new ysflight.like the new f-5 MARTIN :D

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