CORE T-1 Aircraft
Moderators: MR.D, Moderators
Re: CORE T-1 Aircraft
I always ran into that too...positioning them all pointing down +z and then rotating around y in the script is the only real option if you want to allow variable pitch (rotations around z), I believe. I don't think the s3o format stores rotations for pieces; in upspring the vertices are just rotated around the piece's origin and their new positions saved.
Re: CORE T-1 Aircraft
http://conceptships.blogspot.com/MR.D wrote:sexy
whats that from?
Re: CORE T-1 Aircraft
Thats a pretty big limitation with the .s3o format then...
I'll get this released then with all 6 fanblades set 0(north), and whoever scripts it will have to remember to orient the blades.
Y axis
b1 0(north)
b2 -60(northwest)
b3 -120(southwest)
b4 +60(northeast)
b5 +120(southeast)
b6 +180(south)
Main fan center rotates on -Y according to upspring
For each blade, pitch rotates Z -30 for descent Z +20 for ascent, 0 for hover
If you want, increase fan rotation speed during ascent, reduce speed during descent.
I did setup the nose cannon to pivot too, it has 15 degrees of panning up/down/left/right.
I'll get this released then with all 6 fanblades set 0(north), and whoever scripts it will have to remember to orient the blades.
Y axis
b1 0(north)
b2 -60(northwest)
b3 -120(southwest)
b4 +60(northeast)
b5 +120(southeast)
b6 +180(south)
Main fan center rotates on -Y according to upspring
For each blade, pitch rotates Z -30 for descent Z +20 for ascent, 0 for hover
If you want, increase fan rotation speed during ascent, reduce speed during descent.
I did setup the nose cannon to pivot too, it has 15 degrees of panning up/down/left/right.
- Attachments
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- core-bladewing.7z
- Mister.D original model.
(noscript)
texture 1
texture 2
corbladew.s3o - (548.73 KiB) Downloaded 43 times
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: CORE T-1 Aircraft
Saktoth wrote: Fighters from PressureLine
Just a note, Brawler is mine too.Saktoth wrote: Brawler:
Re: CORE T-1 Aircraft
You have to hit your enter key or click in another field to validate rotations.Each time I set the blades, they hold their new rotation # until I save it, and once I do, each blade's rotation is reset to 0 instead of holding its new rotated origin after I reload the model.
And yes, rotations are saved into the model. But... for something like a prop where you want it to change angles depending on whether it's stopped, you want to just make clones all at 0, with a center in the center of the axis of rotation in the two axes you're using, and then rotate them with the script. Rotate them in the y axis and x or z to set them up, then it's just spin / stop-spin and rotating on x/z.
Yes, that's a pain in the ass, but you don't want to get into the mess it'd take to do it otherwise.
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- Posts: 916
- Joined: 27 Jun 2009, 01:32
Re: CORE T-1 Aircraft
I think I'll give it a shot this evening if nobody else already is working on a script...
Re: CORE T-1 Aircraft
I know variable fan pitch would be a nice thing, but bladewings really get spammed at high rates, and Im not sure all this detail is needed (but dont let this hold you back!)
Re: CORE T-1 Aircraft
yeah make them nice POINT. maybe other mods could use them as lvl1 gunshipsBeherith wrote:I know variable fan pitch would be a nice thing, but bladewings really get spammed at high rates, and Im not sure all this detail is needed (but dont let this hold you back!)
Re: CORE T-1 Aircraft
For all we know that bladewing is gonna be used in spring for the next 10 years or until spring dies so i say make it as detailed as you want.
Re: CORE T-1 Aircraft
Starting on the FINK scout plane.
Have to make my own wings yet, still using the original just as a placeholder for the moment to keep scale.
394 triangles.


Have to make my own wings yet, still using the original just as a placeholder for the moment to keep scale.
394 triangles.
- Attachments
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- Sent-sounds.zip
- (3.3 MiB) Downloaded 13 times
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- cor_finktest1.jpg
- (187.1 KiB) Downloaded 2 times
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- cor_finkOTA1.jpg
- (198.86 KiB) Downloaded 2 times
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: CORE T-1 Aircraft
Cool!
My only criticism of it is that perhaps some of the humour of the original has been lost? It looks like a pretty serious jet with what you've done - I think it'd be nice if the detail of the 'neck' (that is, a pinch between the head and body) is kept. Another suggestion is that given that it's a core unit, there's no real reason for a cockpit, you could do something interesting with the 'eye' concept you had from your vehicles, such as an eye on the nose or a bulbous eye on the underside.
Another suggestion is to enlarge the jet engines on the sides to the point of caricature to explain 'this aircraft is very fast'.
Either way I'm looking forward to seeing what you do with the texture
My only criticism of it is that perhaps some of the humour of the original has been lost? It looks like a pretty serious jet with what you've done - I think it'd be nice if the detail of the 'neck' (that is, a pinch between the head and body) is kept. Another suggestion is that given that it's a core unit, there's no real reason for a cockpit, you could do something interesting with the 'eye' concept you had from your vehicles, such as an eye on the nose or a bulbous eye on the underside.
Another suggestion is to enlarge the jet engines on the sides to the point of caricature to explain 'this aircraft is very fast'.
Either way I'm looking forward to seeing what you do with the texture
Re: CORE T-1 Aircraft
Yeah i was going to post, but I read wz's post and i definitely agree with all he said.
Re: CORE T-1 Aircraft
Yeah, I noticed alot of animal resemblances with quite a few units.
Fink reminds me of a Pterodactyl or something, Peeper resembles a Moth.
I have a hard time believing that the presence of a cockpit area is a bad thing, it can just as easily be a sensor package within.
The OTA Weasel Cinema and game model have cockpits, so does the Cinema VAMP fighter, and nobody saids anything about that.
Its cloud theory, where you see a bear, I see a lion.
Everything is open to imagination and interpretation, and I guess its just easier for me to imagine more of a modern Jet than an animal when it comes to making a futuristic aircraft, as that is simply what "I" see.
I'll do a bit of tweaking, but I'd rather keep working forwards.
Fink reminds me of a Pterodactyl or something, Peeper resembles a Moth.
I have a hard time believing that the presence of a cockpit area is a bad thing, it can just as easily be a sensor package within.
The OTA Weasel Cinema and game model have cockpits, so does the Cinema VAMP fighter, and nobody saids anything about that.
Its cloud theory, where you see a bear, I see a lion.
Everything is open to imagination and interpretation, and I guess its just easier for me to imagine more of a modern Jet than an animal when it comes to making a futuristic aircraft, as that is simply what "I" see.
I'll do a bit of tweaking, but I'd rather keep working forwards.
- SanadaUjiosan
- Conflict Terra Developer
- Posts: 907
- Joined: 21 Jan 2010, 06:21
Re: CORE T-1 Aircraft
I, for one, vote yes on cockpit for the model.
Re: CORE T-1 Aircraft
tweaks + wings.
I didn't drastically change anything, but I make the neck area, streamlined the cockpit, and angled the engine intake area to closer match the OTA angles there, and overall made it a bit more aggressive looking.
The wings will pull into the main chase up to where the cutouts are, as well as fold up like the original, and I think I might leave the landing pads out to save some polies, its going to be rare to see the belly of this unit anyway.
422 triangles.
I'm going to try and shave down some polies, but I'm happy with the results thus far.


I didn't drastically change anything, but I make the neck area, streamlined the cockpit, and angled the engine intake area to closer match the OTA angles there, and overall made it a bit more aggressive looking.
The wings will pull into the main chase up to where the cutouts are, as well as fold up like the original, and I think I might leave the landing pads out to save some polies, its going to be rare to see the belly of this unit anyway.
422 triangles.
I'm going to try and shave down some polies, but I'm happy with the results thus far.
- Attachments
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- cor_finktest3.jpg
- (185.52 KiB) Downloaded 2 times
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- cor_finktest4.jpg
- (77.79 KiB) Downloaded 2 times
Re: CORE T-1 Aircraft
Very well done (as usual)
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- Posts: 916
- Joined: 27 Jun 2009, 01:32
Re: CORE T-1 Aircraft
I'd just rethink the way the wings can turn (but maybe you want to do that anyway). Currently when the wings turn up it's like it's just thin paper holding them. Sort of this direction:
It also wouldn't severely rise the polycount. Apart from that it looks great...Re: CORE T-1 Aircraft
Love it! Looks very core :)