Yes just as Alex and VooDoo said, you're a real wizard with blender. I can only dream of getting to your level of knowledge. I have and am working with blender these days and I must say that for now it's a real joy.
I'm currently working on converting aircraft to the PBR pipeline. Already did the J3Cub, now I got to my favourite of all time the Huey.
Come on Alex you don't have a simple brain. I have an idea how can it works with the doll eye. The animation is easy but I don't know the properties is for it. But I'm not that far yet. I let you know.
I have some question. I am sitting on an old dinosaur FG 2020.3.13.
I use the FG ppa for the Linux update. You can see there is a update possibility from FG 2020.3.13 to 22.04.01 (I use Jammy series). But for the FG-data there is no update avaible. That means there are some problems? What do you think what I should do ? Should I switch to the daily builds or the AppImage for Linux or should I wait if the stable release is fix. I pretty undecided. You know I have a lot of aircrafts and I don't want it that all is broken ( I mean the animation). I wants the new lights for the Vulcan and of course the HDR and the PBR functionality.
Cyber,
you work is absolutely totally on the right way..... thumbs up 100points.
It's aaaawesome : )
If I understand it right your model export is not a ac file. How many maps did you use for the PBR? Can you give me (us) a discription how do you make it ? What is your experience, is it working stable in FG?
Maybe open a new thread or put it here it's up to you.
Currently the model is still .ac I just modifed and added some effects via the effect files. There's also the option of exporting from blender via the .gltf file as that is the second model format the FG supports. I'm using 4 maps for the seats: albedo, normal, roughness, and ambient occlusion. But I had to combine the AO and the roughness maps into a ORM map so that those effects can be displayed correctly in FG.
Basically I just have to apply the albedo map to the object in blender, and the write or modify an effect file so that it's set to the model-pbr shader.
That shader uses two most important maps, which are: texture 1= normal, texture 2= ORM.
Then there's also a color parameter which is called as a texture 0.
Currently the PBR materials and shader works great for me, I'm just struggling with making tinted glass, cause IRL the Huey windows have a slight green tint, and applying normal maps to glass to make it look like scuffed acrylic for a wear-n-tear look.
I had read some pages but not all of them(its to long for me) because I am in the flow of the Vulcan.
So I need more a short cut a quick step for my simple brain ( I follow Alex......AAAAAALLLLEEEEXXXX) ....you know.
Um ....I am sorry....I am so sorry for that.
OK back to normal..mmmm
But I understand it better now, Cyber
In a normal ac file you have rgb values to change the color of the window. I don't no how your ac file looks like but if you have something like that you can change the color of the window.
Sorry I missed your request... for ref, the large unit on the left is a Mk. 17 oxygen demand regulator. There are various letter suffix versions to indicate slight differences. ie, these (or very similar) will appear in images of other aircraft cockpits.
This general type (Mk. 17"x") were used in a number of British aircraft in the cold war era, and are suitable for use with American derived A-13A/1, A13A/2 and A13A/4 oxygen masks, and British Type P and Type Q oxygen masks.
If you want you can post also here or maybe in your thread your results or the possibilties with PBR for FG. I think some of the members are also interested of this stuff....keep going...no pain no gain is the motto (you know from the sports world)... : )
I really appreciate your support.... so thank you boys!
In the moment I am in a good flow....probably in the Christmas time I make a break.
Orbi, definitely no! Because I can't do that. But here by the FGUK are members they have a different skillset what I have and this members can make it possible. If there have time and fun to do this. Also in the main FG side there are some people they have these skillset.
Scott, do you know how the climb/dive switch works?
If the AP is enable and I pull the switch to the climb position then the aircraft goes up, but how many fpm? Maybe 10 degree up and if I want 20 degree I must pull again? Maybe you have the answer.
Oh oh oh..... that is so difficult for my simple brain.
OK, I understand it so....the Pilot moves the switch (dive/climb)maybe with his thumb forward and the machine sinks down. But the Pilot thumbs must be hold the switch.If the Pilot leave the thumb from the switch....the switch goes to the neutral position back, because the switch is controlled by springs.
But in additon there are two forward switch positions for Nose Down, and two backward switch positions for Nose Up so you can have a slow rate and a fast rate.
ie: the switch has 5 positions, from centre you can push forward or backward gently for a slow rate, or push harder for a fast rate:
Comments
Yes...fun is the most important thing!
Scott, I need the texture of these two instruments. Maybe you have it ?
I found that but it is not the same....aaarrrggghhh.
https://picclick.co.uk/Oil-Pressure-Indicator-S63-4-465-6A-4364327-40PSI-Weston-Avro-325550316451.html
I can't make Blender do anything. Yer a genius, Eagle.
VooDoo
I am very happy to accept your compliment. My heart is getting warmed. But you have to tell it to my wife that I am a genius, VooDoo.
No no everything is fine between us...I am kidding... : )
Scott, you don't have to search the texture for the instruments. I painted it, it's done.
Not just the look you're getting right but from the images you can even tell it has the atmosphere.
Absolute poetry within Flight Gear!
As always, if there's anything my simple brain can do to help then you have only to ask.
Yes just as Alex and VooDoo said, you're a real wizard with blender. I can only dream of getting to your level of knowledge. I have and am working with blender these days and I must say that for now it's a real joy.
I'm currently working on converting aircraft to the PBR pipeline. Already did the J3Cub, now I got to my favourite of all time the Huey.
Here's a picture of the WIP:
Thank you guys, for so much compliments!
Come on Alex you don't have a simple brain. I have an idea how can it works with the doll eye. The animation is easy but I don't know the properties is for it. But I'm not that far yet. I let you know.
I have some question. I am sitting on an old dinosaur FG 2020.3.13.
https://launchpad.net/~saiarcot895/+archive/ubuntu/flightgear/+packages
I use the FG ppa for the Linux update. You can see there is a update possibility from FG 2020.3.13 to 22.04.01 (I use Jammy series). But for the FG-data there is no update avaible. That means there are some problems? What do you think what I should do ? Should I switch to the daily builds or the AppImage for Linux or should I wait if the stable release is fix. I pretty undecided. You know I have a lot of aircrafts and I don't want it that all is broken ( I mean the animation). I wants the new lights for the Vulcan and of course the HDR and the PBR functionality.
Cyber,
you work is absolutely totally on the right way..... thumbs up 100points.
It's aaaawesome : )
If I understand it right your model export is not a ac file. How many maps did you use for the PBR? Can you give me (us) a discription how do you make it ? What is your experience, is it working stable in FG?
Maybe open a new thread or put it here it's up to you.
Currently the model is still .ac I just modifed and added some effects via the effect files. There's also the option of exporting from blender via the .gltf file as that is the second model format the FG supports. I'm using 4 maps for the seats: albedo, normal, roughness, and ambient occlusion. But I had to combine the AO and the roughness maps into a ORM map so that those effects can be displayed correctly in FG.
The process is very nicely written down on the post that I made about PBR: https://forum.flightgear.org/viewtopic.php?f=4&t=41766
Basically I just have to apply the albedo map to the object in blender, and the write or modify an effect file so that it's set to the model-pbr shader.
That shader uses two most important maps, which are: texture 1= normal, texture 2= ORM.
Then there's also a color parameter which is called as a texture 0.
Here's my repo where you can inspect the effect files: https://github.com/CyberGamer224466/Bell_UH-1H-PBR
Currently the PBR materials and shader works great for me, I'm just struggling with making tinted glass, cause IRL the Huey windows have a slight green tint, and applying normal maps to glass to make it look like scuffed acrylic for a wear-n-tear look.
I had read some pages but not all of them(its to long for me) because I am in the flow of the Vulcan.
So I need more a short cut a quick step for my simple brain ( I follow Alex......AAAAAALLLLEEEEXXXX) ....you know.
Um ....I am sorry....I am so sorry for that.
OK back to normal..mmmm
But I understand it better now, Cyber
In a normal ac file you have rgb values to change the color of the window. I don't no how your ac file looks like but if you have something like that you can change the color of the window.
Sorry I missed your request... for ref, the large unit on the left is a Mk. 17 oxygen demand regulator. There are various letter suffix versions to indicate slight differences. ie, these (or very similar) will appear in images of other aircraft cockpits.
This general type (Mk. 17"x") were used in a number of British aircraft in the cold war era, and are suitable for use with American derived A-13A/1, A13A/2 and A13A/4 oxygen masks, and British Type P and Type Q oxygen masks.
https://scottbouch.com/aircrew-uk-oxygen-mask-a13a-1.htm
https://scottbouch.com/aircrew-uk-oxygen-mask-a13a-2.htm
https://scottbouch.com/aircrew-uk-oxygen-mask-a13a-4.htm
https://scottbouch.com/aircrew-uk-oxygen-mask-p-q-type-series.htm
https://www.scottbouch.com/mcfs/docs/ap1182e-vol1-sect4-chap6-al117-nov65-oxygen-masks-type-p-and-q.pdf
scottbouch.com
Thanks Scott,
I am in a tunnel....tunnel of textures.
Wow, looks nice.
Thanks bro !
If you want you can post also here or maybe in your thread your results or the possibilties with PBR for FG. I think some of the members are also interested of this stuff....keep going...no pain no gain is the motto (you know from the sports world)... : )
FG is COOL , right !?
I'm in on that, please show us how to get PBR working!
Yeah sure, I'd be glad to share the results.
Videos of PBR working.
https://www.youtube.com/PBR
VooDoo
LOL...... good good !!!
It looks like it is a kind of a cockpit from the Millennium Falcon.....hmm.
Wow eagle that looks absolutely amazing. Love all the details.
I really am blown away, your panels are amazing, they have a very real feel to them! Well done!!
I hope you're still enjoying this project and its not wearing you out!
Keep up the good work!
Cheers, Scott
scottbouch.com
This is coming along really great Eagle.
Quick question for my own curiousity... Will there be the ability to manually start the aircraft through all the buttons?
CJ
OrbitalMartian
Callsigns: G-ORBI
I really appreciate your support.... so thank you boys!
In the moment I am in a good flow....probably in the Christmas time I make a break.
Orbi, definitely no! Because I can't do that. But here by the FGUK are members they have a different skillset what I have and this members can make it possible. If there have time and fun to do this. Also in the main FG side there are some people they have these skillset.
Scott, do you know how the climb/dive switch works?
If the AP is enable and I pull the switch to the climb position then the aircraft goes up, but how many fpm? Maybe 10 degree up and if I want 20 degree I must pull again? Maybe you have the answer.
It's a Cabrio Vulcan for the man who wears kilts. But it is a bit cold in the winter time I guess.
BTW it is a 64K resolution.
Source: AP101B-1902-15 Vulcan B2 Aircrew Manual - Section 1, Chapter 12, Paragraph 61:
Link to relevant section of the manual, it's worth having a read as a later paragraph says about its use in flight: https://www.scottbouch.com/tmp/ap101b-1902-15-vulcan-b2-aircrew-manual.pdf#page=114
Sadly though, I can't find the rates, you may have to guess something...
scottbouch.com
Oh oh oh..... that is so difficult for my simple brain.
OK, I understand it so....the Pilot moves the switch (dive/climb)maybe with his thumb forward and the machine sinks down. But the Pilot thumbs must be hold the switch.If the Pilot leave the thumb from the switch....the switch goes to the neutral position back, because the switch is controlled by springs.
If I'm wrong correct me please.
Yes that's correct!
But in additon there are two forward switch positions for Nose Down, and two backward switch positions for Nose Up so you can have a slow rate and a fast rate.
ie: the switch has 5 positions, from centre you can push forward or backward gently for a slow rate, or push harder for a fast rate:
Nose down fast (hard spring)
Nose down slow (soft spring)
Middle, do nothing
Nose up slow (soft spring)
Nose up fast (hard spring)
Hope this makes sense!
scottbouch.com
Ah I see Isee.....you are my brain, Scott : )
I try to remember of this if I try to animated this switch.
Mes amis....it's clear.... no snow on christmas day.Well...no problem I turn the snow....ON... ; )
eagle, this is coming along great :) Can't wait for the release.
CJ
OrbitalMartian
Callsigns: G-ORBI
Looks the cup of tea better now? Or should I do a Avro Vulcan Teddy bear?
All you have to do is to say.......THAT IS NOT MY CUP OF TEA.
Then I make a Teddy bear.