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Author Topic: Fokker Virtual Museum - Tests  (Read 2883 times)

« on: August 18, 2009, 01:29:59 PM »
Here is the first test:
http://www.youtube.com/watch?v=2nrhHL20jQk

And here is the second test with a few more planes in the hangar:

Fokker DVII, two fusleages, one with undercarriage the other without.

http://www.youtube.com/watch?v=U_iwzLVu4Fg

This test loads the tools to 100,000 polys but the real test will come with a set of wings, as there are four wings in Achims' hall, all uncovered.

Need to spend more time on smoother screen capture, not as good as I'd like.
« Reply #1 on: August 19, 2009, 06:47:22 AM »
Thanks Mike.

Have a new related question, I see the help files talk about normal/bump maps:
Quote
NORMAL MAPPING / BUMP MAPPING

If your artwork requires a normal-map, you must include it as an image file named '000_nm.ext' where '.ext' can be one of the following: .bmp, .jpg, .dds, .png, .tga.

To enable normal mapping for the SkinMesh, open the property dialog for it and select a 'bumpy' shader.


Which I think assumes a single texture for your mesh. I tested this by adding in the file and observing the effect, the bump map was used everywhere across the whole mesh, and not just on the one part as I wanted.

My building mesh has 11 textures, due to its different materials. Aircraft mesh have generally 2-4 textures.

So my question is: Is it possible to have a single mesh, multi texture and matching normal/bump maps as well? So one mesh, 11 textures and 11 normal/bump maps?

OR do I need to mke each texture have a seperate mesh? Ugh!
« Reply #2 on: August 23, 2009, 08:29:06 AM »
Well here is the last of the test, to proved high desity models, the Fokker DVII lower wing.

http://www.youtube.com/watch?v=sjqjPcow0_w

So now I can move on to making the Schwerin-Gorries airfield and its buildings. I've already done the field and a couple of buildings, but with the additional data Achim provided, I need to check they are correct.

I also thinking that the site has six hangars so I'm going to break then into sections as follows:

Halle 1: Spilt into two sections: Pre-1914 and the Research & Development shop

Halle 2: 1914

Halle 3: 1915

Halle 4: 1916

Halle 5: 1917

Halle 6: 1918

With appropiate models in each building. The R&D shop will hose the V1, V2 and V3 aircraft along with the load test frames. So this shop may take up a large part of Halle 1.

This way the Virtual Museum is contained on one site with original buildings and suitable aircraft and fixtures.
« Reply #3 on: August 27, 2009, 06:39:46 PM »
Here is the first test of the Fokker Virtual Museum:

http://www.youtube.com/watch?v=zmx19s6Ox6E

Enjoy
« Reply #4 on: August 31, 2009, 03:57:21 PM »
Here is the next installment of the Fokker Virtual Museum:

http://www.youtube.com/watch?v=j4tBCsKTXNs

Just a few more buildings to make then the detailing can begin.

I'm going to have to split the model area into sections to allow the PC to work with so many polys and textures. But not an issue as each hangar will have its own world.

INfinit-3D

« Reply #5 on: September 01, 2009, 02:31:48 AM »
 ???
« Last Edit: March 10, 2012, 09:54:48 AM by Jimmu »
« Reply #6 on: September 01, 2009, 04:12:21 AM »
Having an airfield and flying the planes would be good, but I think the flight physics of 3DRad are not as strong as a dedicated flight sim, I've been usning Targetware for a number of years and it would be my flight sim of choice.

To make a plane fly within 3DRad would be possible, already example available, but would need to explore how and to what level of realism I could achieve.
« Reply #7 on: September 06, 2009, 10:56:39 AM »
Now all the major buildings are complete and some trees added, along with a few signs. Included a few planes in the hangars as a starter, many more to build.

http://www.youtube.com/watch?v=V_M2x7n-tLQ

Enjoy
« Reply #8 on: September 07, 2009, 05:14:21 PM »
I used the original Fokker factory photo to make the test stands and put in the V1 upper wing, as shown in the photo. Then dropping the whole thing into Halle 1.

http://www.youtube.com/watch?v=HxOZpGrg94s

Enjoy
« Reply #9 on: September 08, 2009, 02:08:23 AM »
Impressing  :o
Now just make some "buttons" near the planes and machines. When pressed they show some info about the plane/machine.
Also make some planes flyable, to have some fun at the museum.
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #10 on: September 08, 2009, 03:17:55 AM »
I was thinking of having a poster for each aircraft giving specifications and details.

Flying, well that is another big task I'll need to explore.
« Reply #11 on: September 08, 2009, 06:19:10 AM »
Poster is a bad idea. The letters would be too small. You have a virtual museum. Make it interactive  ;)
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #12 on: October 29, 2009, 01:38:56 AM »
Here we have the latest video, the interior of the first Halle, testing some ideas on the exhibit equipment.

http://www.youtube.com/watch?v=YUYJoIOtd9k

« Reply #13 on: October 29, 2009, 02:01:15 AM »
Wonderful stuff !

What's your framerate like, with all that detail ?
Are you using imposters ?
AKA: The 3D Raddict http://www.3draddict.com/
« Reply #14 on: October 29, 2009, 03:06:08 AM »
Framerate is around 20 in 3DRad.

Not using any imposters at all, don't see how they would help.

Not compiled a stand alone yet.
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