29.05.2008, 06:36
Poncho,
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
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.
Could you please ...
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 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 ...
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.)