Un-named project ninety-eight percent complete...

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Post by Cat1 » Sat Nov 07, 2009 6:33 pm

harkonnen wrote:Somewhere along the line it became a flying cop car....might have been memories of the opening scene in 'Blade Runner'. :wink:
I didn't even read the text... Soon as I saw the picture, I thought "Blade Runner"! LOL
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If you want to learn how to fly IFR and land with ILS or have any questions about IFR/ILS. Click this link and the information is there: http://www.faa.gov/library/manuals/avia ... _handbook/

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Post by harkonnen » Sun Nov 08, 2009 6:49 am

Did you guys know that there is an awesome model of the Blade Runner Police Spinner out there for download? It's so nicely modeled, the pilot looks exactly like Harrison Ford, there's even a Chinese food take-out container on the seat next to him...it's very cool. I had trouble flying it effectively, but hadn't spent a lot of time learning how. I'll find it again and link you up.

EDIT: Here... http://www.lionheartcreations.com/SPINNER.html
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Post by mel wilson » Sun Nov 08, 2009 8:24 am

I think it's a dead duck Hark, no download available, even the hit counter below shows Zero

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Post by harkonnen » Sun Nov 08, 2009 4:19 pm

Hiya Mel, thanks for the head's up. I tried it too....lunchbag letdown for sure.

Ah well, you'll just have to try the Hark version I guess. Once the painting is decent I will play with the flight dynamics and specifics some more, and then kick it out the door. I'll most likely have the cop car, and a regular sporty version, and I think an 'Air Taxi' would be cool too. Have to see how many poly's I have to play with before gmax gets ornery again....but in order to simplify the painting process, I'm trying a 'thinshell' model....a car body with no thickness to it (one-sided). It cuts out half the polygons for the body, and there's still an interior shell that gives the model the right look of depth and thickness....so I have some room to play again. Might as well get this one the best I can...the whole project does promise a decent 'fun factor', which is my usual goal in all this. :wink: 8-[
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Post by rd » Mon Nov 09, 2009 4:36 am

Looking good, Hark.

I have to say though, I've never encountered "lunch bag let down" from anything you've made. :D


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Post by harkonnen » Mon Nov 09, 2009 11:51 am

Kind words bud, thanks. I'm sure you know how it is though, anything you do creatively that you're passionate about, as proud as you may be...it's always in the back of your mind that it could be better. :wink:
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Post by harkonnen » Wed Nov 11, 2009 4:37 am

Okay, quick update....my map/unwrap job is horrible, my subsequent attempts to re-do it better are horrible, and I'm very mad at gmax right now. I hate gmax. Die gmax, die!!! :twisted: :twisted: :twisted:

EDIT: I whimpered. I cried, I turned red, stamped my feet, banged my head off the desk, grit my teeth...and went in for the umpteenth time...and somehow managed to get my 'thinshell' body to unwrap decently. It's only marginally better than that last attempt, but at this point I'm going with what I've got. I hope this one takes paint without too many stupid errant polygons mucking up the process...what a pain. Funny, it seems only through trial and tribulation that I have ever gotten anywhere with gmax, but I do seem to learn something each time, so all is not in vain I suppose.
Well, I'm off to edit the UVW Unwrap (again), which involves placing and scaling the outlines of the top, bottom, sides, front and back of the model on what will eventually be the bitmap for the body. I'll do it slightly differently this time, allowing a little more room between the unwrapped pieces - this may result in a cleaner paint job, without overlaps or gaps of the colour. Sheesh!
It's a good thing this is so much fun, or it just might be a little frustrating. *cough cough* :evil: :roll: ](*,) ](*,) ](*,) ](*,) ](*,)

Ummm, don't let my whining discourage anyone from wading into the development pool and the world of gmax.....it's a lot easier when you keep your model simple, and actually have a brain capable of a little retention. :lol:
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Post by harkonnen » Wed Nov 11, 2009 8:07 pm

OMG....I might just have a fighting chance of painting this thing yet. (And hopefully making it reasonable for others to do so...?)

Better, much better. :mrgreen:
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and . ..

Post by groundsquirrel » Mon Nov 16, 2009 4:16 am

And the painters said . . . "bring it!"

btw, I am picking the gauntlet up again on getting your clean panel views for the W.A.S.P. along with a custom paint of my own. Also, haven't forgotten your previous skycar.
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Post by harkonnen » Mon Nov 16, 2009 5:07 am

OMG. I'm killing this thing with bitmaps ...there's a lot. I put a console in with video screens, and an attached laptop, and the doors are mapped separately, and there's a little double overhead console, and another 2 maps for the tops of the doors....holy crap, they're adding up. Oh well, you have a decent system to run this crap right?
There's so many maps because I'm just too lazy to learn how to get a bunch of different pieces all mapped onto just a few maps properly. My brain's only good for so much before it starts to hurt and the fun factor starts to diminish exponentially. :roll: #-o

I am having a lot fun with this one now, getting close to a final model export, and then I have a bunch of painting to do, and still some .CFG file issues big time, but she's getting there.

Hiya G.S., I'll have to get on with the .CFG file work for the other aircars eh? I can't do anything about the seats as I lost the source files a while back, but they're still worth fixing up and pushing through the garage door.

As for the WASPV, yeah buddy, when you get the views together, I'll release the whole updated package here and at Simviation.
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don't

Post by groundsquirrel » Tue Nov 17, 2009 4:42 am

Don't sweat the number of maps. Actually, the one thing that drives me nuts is to have a hundred elements all on one map making me zoom in and out like a bad photographer to make sure I didn't miss something.
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Post by harkonnen » Tue Nov 17, 2009 7:30 pm

Oh man, I'm in trouble now. I got all excited doing the last few things towards a final model export...creating a few last materials and applying them, getting a few bitmaps onto meshes decently, re-linking a few animation chains that got broken...and when I fired up the last scene to export it.....
...it wouldn't export.

I think gmax just might be right up there with ex-wives in the 'knock ten years off your life' department. No, really.

I'm also hoping gmax may help prevent or ward off the onset of Alzheimer's....I may need to bang my head off of the desk every now and then, or throw a mouse....but it all keeps me thinking and using my brain. I figure this benefit offsets the life-shortening, gray hair thing. And the fun always outweighs the grief.

Soooo....now that I've played with console and dashboard maps for two days and can't get the frakkin' thing to export all of a sudden.....it's back to the drawing board to eliminate, troubleshoot and tweak a bunch of materials in gmax - apparently that's the first thing you do when gmax starts laughing and sputtering "Forget it Bub, your x file is invalid so I'm not exporting anything today...now go figure out what that means and how to fix it while I dream up another fly for your nice smooth ointment."

I've never run into 'Invalid X file' before, but I did find fixes for it over at the Free Flight Design Shop, so I have some work ahead of me.

Wish me luck....I'm goin' back in..... #-o
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hehehe

Post by groundsquirrel » Wed Nov 18, 2009 4:07 am

NO! Wait! You forgot to implant your pet locator chip!
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Post by rd » Wed Nov 18, 2009 6:06 am

No worries GS. I drilled and plugged his ball and chain with a GPS chipset. He ain't going very far.

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Post by harkonnen » Wed Nov 18, 2009 7:55 pm

Alrighty then.... if I'm messing around building weapons and putting CD's on the car seat, you know things are going well.
Got the final copcar model exported perfectly...finally. Probably just about at a decent polygon limit anyway!
All the light effects are placed, except I need to add a cockpit light.
All maps are very close to done....just the teeniest tweaks to do here and there, and alpha channels to do on many.
All other parts are painted to satisfaction, except the one-piece car body, which is finally mapped and unwrapped decently at least.
The car needs a little more thrust, and some work to the flaps and the rudder in the AIRCRAFT.CFG file, and I might have to look at decreasing the inlet area so she lands VTOL properly if I crank up the thrust.

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Post by jaeger52 » Wed Nov 18, 2009 8:56 pm

Ooooooh! Now we're talkin' firepower, Dude!

Is that a big ol' revolving, anti-personnel, armor piercing grenade launching sidearm tucked in your pants or are you just happy to see me back on this thread?

I ain't no developer by any means, but I wouldn't mind product testing that kind of firepower tech.

Holy Smokes! A flying car and futuristic side arms to boot? Where do I sign up? Gimme Gimme Gimme!

Listen up, I've got this neighbor see, who really bugs me.....! Doesn't like where I park, doesn't like it when I launch fireworks on my birthday. What's the matter with lighting fireworks on your birthday for the crying out loud! Well, there's nothing I would like more than land outside his kitchen window in the latest Hark-Tech Flying Buzz-Mobile and drop in for breakfast and lay down that big ol' hootin' tootin' whatchamacallit side arm on his breakfast table, and then let's see what kind of bacon and eggs his wife can produce after that! Haw haw! Just let ol' Hankster get a load of that sidearm and that flying whatchamacallit, thingamabob. and we're gonna be holding hands and singing the Star Spangled Banner out on the back forty in harmony most ricky-tick, I'll betcha! :D :D

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Post by mel wilson » Wed Nov 18, 2009 10:08 pm

jaeger52 wrote: Listen up, I've got this neighbor see, who really bugs me.....! Doesn't like where I park, doesn't like it when I launch fireworks on my birthday. What's the matter with lighting fireworks on your birthday for the crying out loud! Well, there's nothing I would like more than land outside his kitchen window in the latest Hark-Tech Flying Buzz-Mobile and drop in for breakfast and lay down that big ol' hootin' tootin' whatchamacallit side arm on his breakfast table, and then let's see what kind of bacon and eggs his wife can produce after that! Haw haw! Just let ol' Hankster get a load of that sidearm and that flying whatchamacallit, thingamabob. and we're gonna be holding hands and singing the Star Spangled Banner out on the back forty in harmony most ricky-tick, I'll betcha! :D :D

Jaeg- :D





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Post by harkonnen » Thu Nov 19, 2009 1:02 am

Let me get the paint on this thing Jaeg, and you can be the first on your block to flight-test a VTOL Police Interceptor.
The rocket launcher sidearm thang is a tribute to Christopher Walken in 'Dogs of War'. The rest of it is a nod to 'Blade Runner' and 'The Fifth Element'.

Aaah...finally. I'm at that leisurely point in the project where I can relax and do some painting. The pilot's upper arms need short sleeves and skin tone.
The car body needs a base colour, a paint scheme, and a layer each for paint chips and dust and dirt.

The .CFG file stuff is a hoot - you get to play virtual mechanic, messing with lift and drag and thrust..plus contact point tweaks and all effects.

Then some packaging to do. I think I'm at around two months on this one....serious fun.
I can't wait to see the paint on this thing. There comes that final time you fire up FS to quadruple-check your work before you release it to the world.
That's a good time.

LOL...dreamer me is already thinking of three projects to start...and three more WIP's to finish.:roll: :lol:

Oh yeah...this time I may finally actually attempt to play with the sound files from the default Lear Jet...it may turn out really sweet if I could add a bunch of 'flanging' or 'phasing' with 'Audacity' or something.
Talk soon.

EDIT: ummm, Jaeg - Next year on your B'day, a few of the characters from around here and I will 'borrow' 5 or 6 of these babies from Hark Aerospace and escort you home from work. Maybe I can throw you a civilian version for your birthday, I'll just write it off or something. :roll: We'll settle at your house with a round of blisteringly wound-out landing noise, and we'll get RD and the boys to land on your neighbour's lawn and get out toting a few of the ring-loaded launchers.
Not only will your neighbour buy your fireworks for you, he'll bend over and let you light them off out of his ass. :twisted: :twisted: :twisted: :twisted:
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heh

Post by groundsquirrel » Thu Nov 19, 2009 4:12 am

Multiple beer launcher . . . . . squirrel likes!
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Post by rd » Thu Nov 19, 2009 5:11 am

It's a good thing I'm not still in the Marines, and especially true if I was in charge of weapon technology.

I can see myself hiring Hark to build me some super cool, extremely deadly toys. Just think. I could cut down on my squad attack personnel by half, and still cause three times the damage of a full battalion.


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and...

Post by groundsquirrel » Fri Nov 20, 2009 3:53 am

And that would mean more beer for you..........selfish, verrrrrry selfish...tsk tsk tsk.
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Post by rd » Fri Nov 20, 2009 7:12 am

Will you PLEASE quit reading between the lines. AAARRGGGGHHHH


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Post by harkonnen » Fri Nov 20, 2009 12:40 pm

I added a 'phase' effect to all the jet engine noises in the Lear soundset, using 'Audacity', a very cool Freeware program. Thing is, doing this swells the size of each little 5 second sound file by like, 5 or 6 times. My sound just quits working if I use all the modified files...I only get the wheel and the wind noise, and crash noise, etc. I think I have too large of an overall file size for one plane or something, as I can get it to work using less than half of the number of modified files. The difference in engine sound after adding 'phased' sound bites is negligible anyways though....I'll have to play around with this a little more, adding a wetter effect, etc. Might need to find a little program that will compress the file size of my little Microsoft FS WAV files so I can mod the crap out of them and use 'em all.

I did an outline of all the body parts with 'Paint', and filled in my copcar colour, and filled in a few other parts of the map that had me worried as to where the colours would fall and how.....and my first test shows great results! It was tense waiting for FS9 to fire up my flight after DXT'ing this first real paint test into my texture folder. Boy, it's looking promising though. (PHEW!)

Played with the .CFG file last night too. I think the thrust is just right now, rudder is where I want it, the last cockpit splash light is placed. Still have to look at flaps, and other small tweaks here.
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Post by harkonnen » Thu Nov 26, 2009 6:01 am

Well, I haven't messed with the sound file any more yet...I have spent the last couple of days painting painting painting.
The body's done...after a few re-do's...looking pretty darn decent now. Got the pilot's upper arms done (black t-shirt sleeve over the biceps, and gave him a tattoo. :twisted:)
The keyboard bitmap on the laptop kept disappearing on me...that seems okay now. I painted the license plate with the HARK AEROSPACE logo.
Put a few more items on the passenger seat & painted them up. (You'll have to wait and see what our cop friend brings with him on his long shifts, patrolling the skies and the bowels of the big city. :wink: )

I may want to tweak the colour of a display screen or two on the dash, and I haven't done any of the alpha channels yet, but that's easy stuff. The bulk of the work is done, baby!

I'll probably leave the sound..I'm actually getting to the point where I'm almost looking at this whole thing too much....too many hours staring at a glowing screen, trying to refine my creation - you get tired of it all after months...and after 6 or 8 hours some days twiddling with tiny things and pixels.

Coming along nicely though folks, It's way different, totally original, and lots of fun...hope to kick it out the door soon, so you can at least see what I've been yapping about.
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Post by harkonnen » Thu Dec 03, 2009 6:11 am

...In case you're curious, it's gone off to the boys for some testing and then into the paint shops.
There's a few last minute things I need to address while they play.
I'll keep ya posted on progress. :mrgreen:
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Post by rd » Thu Dec 03, 2009 7:13 am

I sent emails to all the beta testers, yet no reply.

Y is dat???

Also ran out of paint bombs. Should have more this weekend.

?
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yeah, right...

Post by groundsquirrel » Fri Dec 04, 2009 2:59 am

I saw your note about correcting the AB, might I have that for my B-prototype as well?
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Post by rd » Fri Dec 04, 2009 5:04 am

No you may not.

You didn't say, "please".

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Post by jaeger52 » Fri Dec 04, 2009 11:58 pm

My Initial Review of Hark's VTOL Police Interceptor.

WALK AROUND:

Because of my long time inexperience and troubles with installing addons, I was a little confused when I received the bvvt RAR file. When I extracted the file to my usual Temp Folder on my desktop this is what I saw.

See photo below.

I expected to see a folder with some kind of an aircraft name, like "Cessna 152" So I created another folder on my desktop and named it bvvt and dropped the extracted files into the new folder, which I then copied over to my FS9 Aircraft Folder.

I fired up FS9 and right away found the Hark Aerospace Inc Cop Car.

I tried to install the same bvvt folder into FSX (airplanes and ground vehicles). But the Cop Car does not appear in the aircraft selection menu for reasons yet unknown to me, and most probably due to my long standing problems with installing any kind of addons to either FS9 and FSX. Yet another reason why I so often rely on you guy's to keep me on the straight and narrow!

So I can't tell you whether the Cop Car will work with FSX (Service Pack 2) over Windows Vista Home Premium OS.

Anyhow, I went back to FS9 and loaded Hark's creation at Seattle-Tacoma Int'l (KSEA) in the bright of day on the active runway. Both engines were running by my default setup in FS9.

Okie Dokie, here's the fun part!

MOD's please edit what is not allowed. Hark said "No Screenshots", but didn't say anything about disclosing other findings as far as I am aware.

The first thing I did was to perform an exterior walk around and take in the eye candy, of which there is plenty to see:

I absolutely loved the Support Our Troops decals on the rear license plate area.

I got a big grin when I saw the Jimi Hendrix, Joe Satriani and Jeff Beck CD's strewn across the passenger seat. But there was one object that I couldn't positively identify. It looks like an open 5-pack of Dutch Masters cigars or something similar...yet, I can't be certain. Hmm.

The dashboard from the exterior view was really cool, especially the police computer displaying (who?) The amazing little blonde supporting actress in Blade Runner? Some other? Hmm.

The one thing I really don't care for in the model is the rear window. IMO, it's much too small, too consticting. I would like to see it a bit larger.

Hey, would it be be cool to incorporate (with the flick of a switch) the face of a terror stricken retch of a perpetrator scratching at the armored glass of the back window, a bug eyed expression of terror on his face? :lol:

"Let me outa here!" :twisted:

Fun, fun fun Hark! 8)

My next test this weekend will be to actually try to fly this thing. I'll report my findings.

Jeag- :wink:
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Post by harkonnen » Sat Dec 05, 2009 3:18 am

Hiya Jaeg, thank you so much for the feedback. Well, if it put a smile on your face then it's a success already.
The smaller rear window is similar to some older, foreign sporty cars I've seen before, not that I can reference one for example - I'm not a real auto fan.
I wonder if it would work if you dropped the folder into FSX's aircraft objects folder anyway and gave it a go...I think you have to insert a thumbnail yourself if I remember related posts correctly.
Make sure you have some 'on the ground' fun before you take to the skies - it is a car after all. Throttle up with no flaps and before she gets too thrusty, crank your rudder around. Hit the brakes as you spin around 180 degrees and max the throttle as you face the other way. Beware though, if the throttle gets ahead of you she'll just go airborne.
To fly this baby decently, and Blade Runnerish, set flaps to full and nail the throttle. You'll lift off just like in the movie. Get some height, and lose your flaps incrementally to zoom off, keeping in mind that she loses height a little with less flaps....just keep the throttle full and keep some clearance from the runway. Now hold your 'trim up' key for 3 or 4 seconds to defy this thing's tendency to angle down....and away you go - she's a pleasure to zip around in once you trim it right.
Checked out 'SHIFT+E' yet?
To land anywhere you like, just reverse the process...and have zero throttle and full flaps going when you're near the LZ.
And yeah, that's Darryl Hannah, Replicant beyotch. :lol:
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