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P-47 Thunderbolt cockpit modding references and discussion - Printable Version

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+--- Thread: P-47 Thunderbolt cockpit modding references and discussion (/showthread.php?tid=51680)

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- chris455 - 28.05.2008

Quote:(Chris, my work may not be up to your expectations but at least it is an excuse to get some good flying time in!)

Cheers.

Actually Taurus, the question I keep asking myself about you, Poncho, et al. is:
"Where were these guys when the game was originally being developed???" Tongue

I truly stand in awe of your work- all of the "P-47 Team" !!


- taurus - 29.05.2008

Poncho,

poncho Wrote:Is it possible to add the cowl flap pull shown in your last post? It is missing above the our recognition switchbox.

No unfortunately. That very spot is also texture mirrored on the throttle quadrant mounting bracket. So I cant put in detail for either the cowl flap pull mechanism or mounting bolts for the throttle quadrant. Very fubar'd :x

poncho Wrote:Do you know what the red pull knob is for(looks like a choke knob) that is floating in the upper right of the original pit? I've seen some cockpit photos that don't seem to have it.

It is either the "PUSH TO DEFROST" which has several very vague references to it for bubbletops only, or its the "Gunsight reticle dimmer" on the late N version. (Again very vague reference.) I am rendering it as the defrost control even though it should not be fitted to the D-10.

poncho Wrote:You also asked about the yellow objects on either side of the pit. I don't know, they look like hand-holds I guess. :? They would probably be easy to remove if need be.

Could you please Smile ...



I've got good reference for those exsisting radio boxes and should be able to make them pop.

For other components... If you are able to include an appropriately sized and positioned 2d or 3d mesh&mat file, and a blank texture tga, (oh so easily said,) I would be able to hopefully generate the required texture to suit it's position. i.e. 2d stuff such as text plates. I can use alpha channels to remove unwanted areas pretty easily. Also with 2d stuff I can render "3d view" textures onto them to flesh out the pit. 3d objects will need to more the required size.

Cheers.

(p.s. thanks for the kind words and support guys! Sorry it's taking so long but it will happen.)


- poncho - 29.05.2008

taurus Wrote:Poncho,

poncho Wrote:Is it possible to add the cowl flap pull shown in your last post? It is missing above the our recognition switchbox.

No unfortunately. That very spot is also texture mirrored on the throttle quadrant mounting bracket. So I cant put in detail for either the cowl flap pull mechanism or mounting bolts for the throttle quadrant. Very fubar'd :x

Now that the rec. switchbox has its own mesh, we can rename required files within the mesh so that we are not using shared tgas. By doing this we could retexture this area independently.

Given this do you think you could create what would essentially be a 2D cowl flap pull, that would look 3D?

I would be willing to rough out some new tgas with cut/paste stock textures in the key spots, so that you wouldn't need to do all of the trial and error stuff to locate needed areas.


The "Defrost" knob would also be something that would be easy to cut out. as you wish.


- taurus - 30.05.2008

poncho Wrote:Now that the rec. switchbox has its own mesh, we can rename required files within the mesh so that we are not using shared tgas. By doing this we could retexture this area independently.

Given this do you think you could create what would essentially be a 2D cowl flap pull, that would look 3D?

I would be willing to rough out some new tgas with cut/paste stock textures in the key spots, so that you wouldn't need to do all of the trial and error stuff to locate needed areas.

Oh this is the way to go! Just use a single colour tga for the area that needs work, that all you need to do. Getting it in the right position is the very hard part! Grab an in game screenie, and post the details. I should be able to work out view angles to render the needed parts in a 3d view for the tga. Its an old trick but a good one.

The cowlflap is just an example of what is possible.

Thanks Poncho!



[Edited to add the "Push to defrost" knob]


- poncho - 30.05.2008

My God! Taurus you really can turn 2D into 3D. Sorry it is taking so long to get the redone meshes to you. I'm making some good progress now after some difficulty.

Poncho


- Trooper117 - 31.05.2008

That last pic has knocked me out!! Superb..


- taurus - 31.05.2008

poncho Wrote:Sorry it is taking so long to get the redone meshes to you. I'm making some good progress now after some difficulty.

Poncho

No worries Poncho, this is a long hard slog but a labour of love. We do what we can when we can, no sooner.


- LeLv17_Andy - 31.05.2008

Isit possible to make them clickable or movable?


- Fisneaky - 31.05.2008

LeLv17_Andy Wrote:Isit possible to make them clickable or movable?

Think you need one of these for that :wink: -

[Image: 55.jpg]


- Vpmedia - 31.05.2008

taurus Wrote:(I've got absolutely no idea why they even put that there in the first place?)

iirc the P-47 pit included with a game isnt a final version just a wip


- Trooper117 - 31.05.2008

Fisneaky Wrote:
LeLv17_Andy Wrote:Isit possible to make them clickable or movable?

Think you need one of these for that :wink: -

[Image: 55.jpg]

JESUS!.. That guy must be 12 feet tall!!! Confusedhock: ...


- Fisneaky - 31.05.2008

Trooper117 Wrote:JESUS!.. That guy must be 12 feet tall!!! Confusedhock: ...

click pic for link, its a 1/2 scale repro.

This pit is looking better than some of the BoB stuff guys , great work.


- Trooper117 - 31.05.2008

You don't honestly think I didn't know that..lol!


- FA_Diablo - 31.05.2008

geeeez taurus and poncho...you guys are awsome.


- chris455 - 31.05.2008

310thDiablo Wrote:geeeez taurus and poncho...you guys are awsome.

That last shot reminds me of the stuff Oleg used to post of upcoming goodies when the game was still "young".
Except this stuff is even better! Big Grin