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DCS: MiG-21Bis


Silver_Dragon

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255.779 211.259

This week's update included a lot of late nights and optimizing of parts. Like today, I'm running on 3 1/2 hours of sleep. My goal is to decrease as many polys as possible given my current work, and a few original parts created by Beczl himself. The model I was given initially had 255,779 polys which included the damage model. I have been successful decreasing it down to 211,259 polys; that's not even touching the damage model yet! Even so, I've been able to add detail to a lot of parts as you've seen in my previous updates. The pictures below show some of the optimization reducing faces. It also gives the wireframe a clean look.
The last picture is the damage model untouched. I had a few xForm accidents which caused some parts to have errors in scaling. It'll be fixed.
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  • 2 weeks later...

These past two weeks I've been in a mad dash to get the model ready for texturing. Another member of our team will be unwrapping it and fixing material shader settings, etc. I actually finished last week, and used the extra time I had to redo a few areas and add detail.

According to Model Viewer, I managed to get the model down to 160,000 triangles +/- a few hundred. ED's new Su-27 is at 173K, so there is some room for improvement!
I started working on the damage model last week. I needed to sift through the old meshes and properly organize them. It's complete, but our team has a few changes that need to be made. Once that is done, I'll resume the damage model.
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In the meantime, I finally dug my way through redoing the wings. There were some serious poly issues I felt needed to be fixed. Below shows the new wing on the right. All nice and smooth now! Yep, that means I had to remake the landing lights, flaps, ailerons, and gear doors too. haha. I redid a few bits on the wings' attachments too, to include the lights, sensors, actuators covers, etc.
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A few last things on my To-Do List was to add more detail to the pylons. The bumps you see is what was missing. I planned on using Normal Maps to create it, but it wouldn't look right. I imported the pilot and ejection seat as well, so time can be saved unwrapping and texturing. Unwrapping a humanoid is no easy task anyways!
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Nose cone's shading problem was fixed adding more segments. Usually using long quads in a cone can yield some blocky looking edges, even after a proper smoothing group is applied. In the cockpit I used a spline to recreate a deformed pipe too.
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Hopefully the next update will be in a new thread featuring the texturing!
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Si estáis con ansias, para ir tirando, aquellos que tengan el FSX pueden ir volando esto muy parecido:

 

LINK: http://www.rikoooo.com/en/downloads/viewdownload/65/543

 

Ivan Jurcaga MiG-21MF

 

MiG-21MF_FSX_3.jpg

 

MiG-21MF_FSX_4.jpg

 

https://www.youtube.com/watch?feature=player_embedded&v=_yl8yiEuQBg

https://www.youtube.com/watch?feature=player_embedded&v=b7gHQJMeeFE

Edited by BRISAFRESCA
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Hello everyone.

We know you have been waited for this newsflash last week, and we apologize not having enough time to create one. This one comes few days earlier this week and I hope other team members will post their individual news in this or separated threads during this week.
The biggest news is not so good for our team but it won't affect our progress: in a big thunderstorm that happened few days ago in Hungary, beczl's PC was badly damaged including the HDD. All important files and related work was backed up daily, so no concerns about data loss. However, recovering the workstation with all the software tools and data will require substantial financial and time resources. All team members have their own copies of most of the files + back up copies, so no reason to worry about the continuation of the project. We wish you quick recovery beczl.
Concerning the external 3D model, as you probably know, Rudel finished it and textures migration is in progress. Model is beautiful, clean, optimized and will look just great with new textures. Lot of work there, but the hardest part is done.
RAZBAM-Cobra is finishing the new magnificent cockpit this week, and we can't wait to see screens of all the panels with masterpiece details in Beta. Bind it with Rudel's model, and you'll have a plane to stare at for hours.
AFM (advanced flight model) is approaching Beta and will be declared Beta hopefully this week. Aircraft performances are close within the flight domain, and some fine tuning left to be done. Currently, I'm working on new breaking/steering (taxi) model which is implemented in AFM due to unsatisfactory results we had with previous one.
Roland is working on weapon system (and related subsystems) migration from LUA and improved implementation. Along with AFM, this is the most important part of model simulation. It will require some time, but once I free myself from AFM, I'll help Roland to speed up his work.
In last 7 days we fixed number of bugs and code-dependent visual effects, and apart from above mentioned WIP, we need to implement DCS radio communication model which is required in order to support correct comm with AI layer and other players in multiplayer.
Sounds (mentioned in WN No.4) are still waiting for the fix. Since this is not high priority issue, it will be done once we finish Beta so we can fix this in parallel with other testing and minor fixing.
I hope this will compensate for the lack of info last week.
Thank you for your support, we won't let you down.
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Recordad que no solo de imagenes y modelos vive un buen modulo.

Avionica y armamento real y una cabina visualmente y funcionalmente

idéntica al avión de verdad para una inmersión completa, los modelos externos molan pero para mi no es lo primordial .

Saludos.

 

Aconsejo que revises todas las paginas de este tema, hay ejemplos (imagenes y videos) mas que suficientes para ver el nivel de calidad que esta llegando este projecto.

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Recordad que no solo de imagenes y modelos vive un buen modulo.

Avionica y armamento real y una cabina visualmente y funcionalmente

idéntica al avión de verdad para una inmersión completa, los modelos externos molan pero para mi no es lo primordial .

Saludos.

 

Aconsejo que revises todas las paginas de este tema, hay ejemplos (imagenes y videos) mas que suficientes para ver el nivel de calidad que esta llegando este projecto.

Buenas, lo sigo y dia a dia para ver si hay alguna novedad, se que sera un modulo de calidad "no digo lo contrario" quizas me has entendido mal, o yo no me he explicado con la suficiente claridad...sigo esperando expectante, y tengo unas ganas enormes de echarle el guante.

Saludoss!!!

Edited by stirillas
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  • 2 weeks later...

For this week's update, I have frantically been checking and rechecking the model before texturing. For those that like up-close screenshots., I've added detail to the cockpit. The canopy had a major overhaul as well. After using FFD modifiers, I managed to give it it's bubbly appearance. The pilot and ejection seat were scaled to a correct size too.

If time allows the windscreen will get corrected too.
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Hi folks,

First of all; sincerest apologies for the delay of this weekly newsflash. It was meant to be published last week, but sometimes development of certain components and/or artwork takes longer than expected.
With that being said however, the information has been updated so to be current for today.
Exterior:
Mike (Rudel) has now finished all meshwork on the MiG-21 exterior.
Clean, detailed, perfectly shaped according to reference materials and ready for new UVs.
With that I'd like to clarify that the exterior texture artwork is also getting completely redone. Higher res, new riveting, new panel lines, new weathering and heavy emphasis on great normal/spec masters. Mike should start laying rivets before the end of this week.
Interior:
Texture artwork for the cockpit is progressing very nicely. There are still two full textures left to overhaul; and after that there are still several textures that need to be normalmapped and specularmapped.
In creation of the normal and specular maps for the canopy; high-poly to low-poly normal map baking was utilized, which really helped in bringing out the details necessary for larger items close to the users point of view.
As always; considering thousands upon thousands of hours will be spent by players in this cockpit, I try to consider every detail and make sure every part is as good as it possibly can be.
Below you'll find some attached realtime screenshots of the new KM-1M Ejection Seat and harness that will be in the cockpit. Please note that there are major errors still visible on these shots; so take them with a grain of salt.
Texture overhaul for the cockpit will be complete by the end of this week.
System / AFM:
The Mig-21 codebase has been progressing at an excellent pace. Both Novak and Roland have made excellent progress.
Novak reports that the MiG-21 AFM is now in internal BETA!.
Everything relevant is implemented, and it is currently undergoing testing. Work continues on bughunting and various subsystems.
Roland is working on weapons systems integration via C++; one of the most complex systems of the aircraft. He has also implemented Autopilot which is currently undergoing testing.
In essence; Soon
Bezcl is still down due to a mixup with packages for hardware delivery. He will also be gone on a business trip for a week in early September. This does not impact our development schedule or workflow.
Thank you all once again for your support, and we look forward to flying the MiG-21 with you.
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El link apuntaba a las imagenes de hace dos semanas (el post en el que aparecen las imagenes del model externo)

 

Beczl contesta a una pregunta sobre el piloto automatico del Mig-21bis

Originally Posted by hypersonik View Post
awesome work - i wonder what autopilot does the mig21 have ?
Same autopilot as for example MiG-23 has. It capable to navigate plane as other AP. Also can be a full automated landing approach and even a landing.
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  • 3 weeks later...

El fishbed va tomando forma poco a poco y antes de final de año debería de estar terminado!!

 

Saludos

 

http://forums.eagle.ru/attachment.php?attachmentid=87888&d=1379198696

 

http://forums.eagle.ru/attachment.php?attachmentid=87890&d=1379198800

 

http://forums.eagle.ru/showthread.php?t=113863

Edited by hijijis
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  • 2 weeks later...
Prueba de los cohetes JATO SRPD-99 en el Mig-21Bis (solo ve sen las fuerzas y el momento de actuación de estos, no hay efectos visuales por el momento)

 

This demo shows early implementation of SPRD-99 rocket booster for DCSW MiG-21. At the moment (sept 2013) the booster has not yet been 3D modeled.
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  • 2 weeks later...
Mig-21Bis Update #8

 

DCS MiG-21Bis NewsFlash - Issue No.8
External Model
Rudel still working on the exterior model UVW and texturing. Now he placing thousands of rivets for the full '21 experiance. More pics and info can be found here: http://forums.eagle.ru/showpost.php?...59&postcount=1
Cockpit
Razbam-Cobra is finished the new cockpit, now he's working on to port/test it into the game and very soon he will create a video how it looks like in the game.
AFM
At coding side Dolphin and Roland working on the radio as the last system to be implemented. With this last system finishing our code migration so moving to c++ allowed us greater control over implementation, and as a result our already complex base received a general overhaul. After Radio is finalized we will start final bugfixing and test than we reach internal beta.
AFM + Coding
Not significant changes on the roadmap. Later on we should post the possible schedule of our project remaining actions.
Others
Diveplane working on the MiG-21 sound creation. Here it is an early wip progress video of the engine samples completed and mixed beautifully ingame, authentic Tumansky R-25-300: https://www.youtube.com/watch?v=STKeISATc28

 

Afternoon pilots! Big update today; for me at least.
Between Newsflash 7 and 8 a lot has changed on the model with regards to accuracy and how the damage model works within ED's engine.
The entire time spent creating the three 3D meshes for just bullet damage, has been scrapped. Although time wasted, the best part is knocking of nearly 80,000 polys to free up space for more detail in other areas.
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As such, UV & texturing has begun. While I was laying down panel lines a lot of areas were not matching up. I took the opportunity to reshape the landing gear doors. A small glitch came about using the bomb-racks. They interfered with the gear doors. The team came up with a solution to use custom arguments to set slotted or non-slotted gear doors based on the payload you choose. Proper holes and framing were added as well.
The landing lights are now in the correct locations and resized. Detailed hinges were added along with a new light holder shape based on real photos.
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The external model's HUD has also been cleaned up.
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And now what most of you have probably waiting for! Do keep in mind, these are still very much WIP with no Normal or Spec mappings. The best part once it's finished, is that I just practically copy it to the right wing and change the weathering.
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