P-47 Thunderbolt cockpit modding references and discussion

[quote="taurus"]

An observation from the "over the shoulder" views, it looks as though the ironsight center needs to be lifted to be horizontally align with the reflector piper.

I horizonally aligned the ring sight with the reflector for the Razorbacks and I think it looks pretty good. I decided to keep the original game position for the ring sight in the bubbletop P47 because I felt like the sighting post almost becomes an obstruction in the reflector sight when they are level with each other.


Poncho
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poncho...how do you get the ring site to work? Does it automatically switch when the reflector site is shot out?
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Quote:Chris...I'm with you. I was just dreaming again. I can not wait to see a new pit for my beloved Jug. We have waited so very long for this. You know I don't ahve much of a problem with the 1 shot kill of the engine...what I hate is the 1 shot kill of taking my tail off. I'm a PTO guy myself as is my squad. If we were able to get one i would prefer the N too. Almost as fast as an M, rolls better and enough fuel ( though I never need it ) to fly around the world...LOL Oh yeah...can I say API and APIT? :wink:

....................and don't forget HVAR !!!
Seriously, Diablo, it's nice to have somebody around that is as nuts about the Jug as I 8) am
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poncho Wrote:[Taurus good to hear from you. Are you sure that those screws shouldn't be allen heads? :lol:

That would be right! Chuck in a few spline heads in for good measure.... :lol:

Unfortunately I don't think there is any way of getting around the slab sided cowl flaps, all the models are just too coarse.

Really looking forward to the final release of your gunsight mod.

Cheers.
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chris455 Wrote:
Quote:Chris...I'm with you. I was just dreaming again. I can not wait to see a new pit for my beloved Jug. We have waited so very long for this. You know I don't ahve much of a problem with the 1 shot kill of the engine...what I hate is the 1 shot kill of taking my tail off. I'm a PTO guy myself as is my squad. If we were able to get one i would prefer the N too. Almost as fast as an M, rolls better and enough fuel ( though I never need it ) to fly around the world...LOL Oh yeah...can I say API and APIT? :wink:

....................and don't forget HVAR !!!
Seriously, Diablo, it's nice to have somebody around that is as nuts about the Jug as I 8) am

LOL Chris...we both go way back as jug nuts.
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Poncho, I have searched high and low but I cant get this texture. (Yellow). Would you know where the hell it is so I've got a show of blending it in?

Also the fuel switches need to be moved over to the left. Have you seen this in the hier.him? (Green).

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Taurus,

The TGA that you need for the base of the pedal arm is pipehorizontal5.tga the screws for this are on transgadgets.tga (both of these were taken from the P63).

The landing gear lever looks really good now that you gave it the treatment.

As for the fuel switches, it appears to me that they are part of a big block of mesh contained in Left.msh and cannot be moved individually. That skewed area beneath the flap lever is also in Left.msh. :evil:
This is going to be a tough nut to crack.
Theoretically it would be possible to cut out the "fubar" parts and find some replacement for them. We could even fashion a fuel switch mesh that could be moved independently by taking a copy of Left.msh and cutting out everything except the fuel switch parts.

For parts that are supposed to be animated this would be more difficult of course, but I don't think that the fuel valves are animated.

I looked at the area that the flap lever is attached to more closely. It appears to be meshed as a flat area, that you were able to give it the appearance of depth with your texturing is pretty impressive. However, I was wondering if it would look less skewed if you were to make those two boxes "appear" to be half as raised as they "appear" now.

I will work on the fuel valve mesh a bit and let you know what I come up with.

Good Luck

Poncho
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taurus Wrote:Poncho, I have searched high and low but I cant get this texture. (Yellow). Would you know where the hell it is so I've got a show of blending it in?

Also the fuel switches need to be moved over to the left. Have you seen this in the hier.him? (Green).


Here is what I came up with for the out of place fuel valve. I removed the 3D data for the fuel valve column that we want to move.






Then I made an inverse copy of the mesh so the fuel valve column can be moved independently.





The next step will be to make sure that the new fuel column mesh file points to the correct mat files and then I can slide it into place. Smile

:evil: - I just noticed Taurus that you said switches in your previous post - I can put the round fuel switch on the same mesh as the square one if that is what you meant. From the pictures I saw the fuel valve should be in line with the switchbox, is that correct?




Also I took to heart your observation about the iron sight on the D27 being too low. And I was able to come up with a solution that was more correct.




Will revert,

Poncho
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I was able to reposition the fuel valve switches with the above procedure. The new positioning below is probably not correct, and needs perspective work as well. I will check the archives for reference.




Taurus, I'm sure you have noted the poor quality of the switchbox. If you could give that a good texture treatment to make it pop. I will try to isolate the mesh on that also. Looking at photos it appears to be A) too far recessed and B) facing slightly down instead of slightly up.

Other observations:
-The seat is too narrow in proportion to the cockpit.
-The round fuel selector should be near the front left corner of the seat, the square selector should be by the switchbox. With this arrangement there should not be much space between the two fuel selectors. With the seat the way it is there is too much space. In photos the cable attached to the left of the rudder pedal runs between the two fuel selectors.

Sorry for going on, too much coffee.


Poncho
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So much good work poncho, well done, I did not think it was possible.

I will make a post and edit it as there is much to be done. If there is a major change I will make a fresh post.

Changes will be outlined below the reference pic.



The fuel switch should be mounted on the switchboard! The other switch should be inboard of the rudder pedal channel. Just how you have got them. Reference is vital so holler if it is sparse.


. Foot pedal texture colour wrong during render. I have the right texture now and will reapply it. You gave me the right texture but I had the shading all wrong which is what threw me. It had to be much darker.
. Floor texture colour wrong during render. I have the right texture now and will reapply it along with main structural changes.
. That little yellow panel on the switch board is just to show that this IS the side panel textures also. I will be doing a full model and render of this to make it pop.
. The recognition panel on the right will get a full model and render.
. The main leather joystick cover will get a full 3d model and render to blend it in.
. I am preping the seat to start modelling belt buckles.
. The brone-back head rest cushion and plate will get some attention too. (No where near comparison to what Flushi could do! Wink )

Still lots of work to do!

[EDIT] Just to clarify things. When I mean 3d model it is purely for texture creation only. Just incase anybody reading this missed some of the previous posts.
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OMG guys........that is looking great. I'm sitting here salivating over what the finished pit is going to look like. Keep up the great work and know that all of your hard is already deeply appreciated.
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I look forward to this pit more than the release of SoW. 8)
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After breaking the big block of mesh for the left side into individual components, I have begun to reposition some of the parts. Below are repositioned fuel valve switches and switchbox.



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bump bump bump....gotta bring this back to the top. Oh yeah...a sliding canopy too? Wink
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Got to do something about the vomit around the joystick base, it dont look like leather at all! :roll:

Any good texture artists out there willing to help out?

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