P-47 Thunderbolt cockpit modding references and discussion

[quote="taurus"]]*When I checked, the better stick is way out of position compared to the original jug stick.



I'm not quite clear what you mean here, remember that the position of transplanted parts can be adjusted in the hier file as needed. The new stick does lack the gooseneck of the original.

Also the screenshots posted by me do not have your new textures simply because I used the wrong cocpit folder. I have about 20 P47 cockpit folders with various gunsight versions. I need to do some housecleaning. :oops:

I just downloaded your new pedal .tga and will apply it tonight.


Will revert,

Poncho
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poncho Wrote:I'm not quite clear what you mean here, remember that the position of transplanted parts can be adjusted in the hier file as needed. The new stick does lack the gooseneck of the original.

Poncho,

The neutral sit of the P-64 stick is leaning too far forward compared to the P-47, plus the throw of the stick is too different. IMHO having now seen it in situ, I would think it better if we use the original stick to keep it close to authentic and try to slug it out with the fubar'd texture mapping.




poncho Wrote:Also the screenshots posted by me do not have your new textures simply because I used the wrong cocpit folder. I have about 20 P47 cockpit folders with various gunsight versions. I need to do some housecleaning. :oops:

No probs. I tend to keep every version of a mod backed up just in case I need to revisit it to take a different branch.


Some more fubar'd texture mapping. I added the violet streak to see where what texture was mapped where. Lots of artifacts... :roll:



Very sorry about the stick, I thought it was a go-er. I am looking forward to seeing how the rudder pedals turn out.

Cheers,

Taurus.
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I trust your judgement on the stick, you've been crawling around in that pit much more than I have, so I'm sure you know whats what. Nice texture work.

About the artifacts, When doing transplants this happens, it isn't necessarily a show stopper as artifacts can usually be gotten rid of with editing of the raw mesh file.

I have been trying to get the rudder assembly to work properly. I guess there is more to this than I thought. I can move the pedal assembly to the correct spot but I can't figure out how to make the animation work right.Instead of moving forward and back- it moves from left to right. :?

Do you have any idea how this animation is controlled?? If I cannot figure this out there are other similar rudder assemblies that we could try, P39, P40, P51. These are not as good as the P63 grapically, but are still better than the P47.

So not much new progress from me other than finding out some things that don't work. Sad
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Poncho,

The artifacts I refer to are just bad texture mapping by the original modeller(s), they are to blame, You have done a hurculean job of fixing that damned fubar'd gunsight. The rest of the pit is secondary to that.

poncho Wrote:Do you have any idea how this animation is controlled?? If I cannot figure this out there are other similar rudder assemblies that we could try, P39, P40, P51. These are not as good as the P63 grapically, but are still better than the P47.(

If you could would you send me the effected files? I am sure it is just a matter of a "bit" out of synch or corrupted in the files causing the change in axis.

Cheers,

Taurus.
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Lots more work to do...

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I have the P63 rudder assembly married to Taurus' pedal textures and working correctly now.









Poncho
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Taurus,

Don't bother trying to repaint the remnants of the old pedal arm. I opened up that file and was able to chop out the old mesh. So the remnants seen in last the file you got will soon be eliminated. Smile

Poncho
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poncho Wrote:Taurus,

Don't bother trying to repaint the remnants of the old pedal arm. I opened up that file and was able to chop out the old mesh. So the remnants seen in last the file you got will soon be eliminated. Smile

Poncho

Many thanks for your help poncho, the rudder pedals should look a heap better now once I get the textures fixed.

Another first render of a new texture.

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Looking good Taurus.

I'm working on pulling the the Oxygen Regulator from the P51 and I was wondering how much of that component you want. Do you want just the regulator, or the regulator with hoses etc.? Also where is the LHS light?

Poncho
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poncho Wrote:I'm working on pulling the the Oxygen Regulator from the P51 and I was wondering how much of that component you want. Do you want just the regulator, or the regulator with hoses etc.? Also where is the LHS light?

I have had time to revisit the regulator/light and have posted a pic for comparisons. I don't know whether we are going to get away with the new parts? Although from memory the P-51D did have a very similar regulator setup to the P-47 Pilots manual pic.



Worth pursuing?

P.S. All the screws I've done need to be changed from phillips to slotted and the switch arm has to be reprofiled. :roll:
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That is a good reference there. The O2 arrangement on the P51 does appear to be more appropriate to the P47 than what we have now. I think the transfer can be made with some mesh editing. I just wanted to know what you had in mind so that I don't cut out something that we need when I start working with the mesh.


Also does anyone remember the time frame when the A20C appeared in the game. Were the A20C and A20G in the same release, or was one later than the other? The reason I ask is that I want some gunsight parts from the C model and the only folder that is resolved is the A20G. So I have to search in hashed files for what I need and time of release is all I have to go on. :?

Thanks
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The A-20G was released first. The A-20C came out at the same time as the Khalkin Gol map, and the IL-10, if memory serves me correctly 8)
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Poncho,

Please put a hold on the reg/light. I don't think they are going to work right at this stage. I have my hands full as it is with this fubar'd pit.

I think I can see where you're going with the 20C parts. 8)

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Thanks for the info Cheech- that helps. Smile

Rgr Taurus, I will be working on the ring sight for a couple of days anyway. I assume that the positioning is what is giving you trouble? Because the texturing is very good. I think some of these parts need to have some skewing applied to give the right perspective. I wish I could tell you specifically what changes to make, but I never know, for me it's always trial and error. I think the version of the pit I have has the same issue as this. I will play around with the numbers a little and see if I can come up with anything helpful.

Good Luck
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Unfortunately the texture mapping and the models are the problem, and as you well know there is no easy fix until we get some sort of model editor happening. It is more important that you get your gunsight project sorted first. I need to push on with textures "as is" to get a Beta happening. Then maybe in due course we can revisit the pit and refine it.

If anyone is interested, the process I am using to get the raw textures is;

1. Model the part in your favourite modelling software package.
2. Render it with the appropriate lighting and pilot eye position angle.
3. Use a graphics package to straighten and scale the texture accordingly.
4. Fit over the old texture and export the file to the game.

If you get step 2. right... 3. and 4. will be correct. As you can see I didn't get step 2. right for the new flap controller (eye position too far rearward). I need to fix the eye position, re-render and do steps 3. and 4.

Applying textures to your model before the render step gets you closer to photo realistic.



Cheers.
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