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Fokker repaint

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Jim,Thanks for uploading this. The DR-1 is a plane I've always kinda feared as it is harder to fly than many taildraggers and impossible to land most of the time. No wonder it was mostly flown at dawn, before the winds came up ;)We recently took a trip to the Oz War Museum in Canberra and they have a fair bit of stuff on aircraft, including the DR-1, of all things. Why the DR-1? I was intrigued to find that apparently, Aussies shot him down. This was a matter of some argument at the time however sometime in the 20's, the British accepted the story. Funny, I watched some show on TV a few years ago and they attributed it to a British pilot... Bloody historians :-lol There's a lot of interesting stuff in the collection because in those days, folks wrote everything down for posterity and to let their loved ones know what was going on. Better than the media blackouts we get now...http://blog.awm.gov.au/awm/2008/02/06/who-...aron-2/#more-99Also:http://blog.awm.gov.au/awm/category/aircraft-1914-1918/"The fabric was the colour of dry blood all over, the colour which he had always fancied." This did surprise me. The plane is not bright red, but rather a dirty red, like dried blood. There were some pieces of it in the museum. About Pantone 1675 from what I can tell:http://forums.avsim.net/user_files/185040.jpg:-waveRegards,Jon Point

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Would the FU3 palettes render this shade of red? Well, that's really a stupid question since the aircraft aren't limited by the scenery / region palettes. Each aircraft will have its own palette. Still, each palette (aircraft palettes included) is limited to 256 colors.One could get the brownish red Fokker without doing a total repaint. All it would take is to skew the plane's palette.Hans Petter

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H-P,Yes, that would be the easiest way but I still got lots of red spots :-( With a new palette, one has better control. The original:http://forums.avsim.net/user_files/185222.jpgOriginal, modified:http://forums.avsim.net/user_files/185223.jpgI think that the sheen on the fabric is too much with this scheme - one might try reducing the contrast on the upper surfaces a bit to get it 100%.:-waveRegards,Jon Point

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Yes, the skewing of the palette towards yellow/orange kills the bright red but it creates some unwanted yellowish sheen. Another thing, how do make two screenshots with the aircraft in the exact same position? Since you can't pause the sim and switch planes in FU3 on-the-fly I would have expected slightly different images.Aych Pee

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Thank you Jon,I've been scouring around the web looking for authentic colors for the DR1's. Even written descriptions would have been nice. I attach hear a rear fuselage texture that I applied. It's original color was the Flt2/3 red. It's an experimental texture, as I was looking to get the raven in a blue based skin.There were some very colorful paint schemes for the DR1. It's a shame each of the Flt3 wings do not have their own texture.Here's the rear fusel in pantone(file 035 1971):http://forums.avsim.net/user_files/185230.jpgHere's a lt blue of the Top wing(file 044 1980, same as 046 1982):http://forums.avsim.net/user_files/185231.jpgAnd finally here's an experimental lozenge. This pattern, from what I've read, was not used on the Dr1. The closest would be the DR VII.Yep, the marking has definitely got to go; to pphhhat in my opine.http://forums.avsim.net/user_files/185234.jpgI have found the bizarre looking file 049 1985 controls the mid and lower wing colors overall and the bottom of all three!Also, the DR1 had a plywood panel on each side from the cowl to cockpit. Apparently this was to maintain uniformity with the curvature of the metal engine cowling. Elsewhere the fuselage and wing surfaces are fabric. So, a "seam line" will need added where the wood panel meets the fabric.And here's a fine example of a "blue" Dr1:Oops, I must've reached the attachment limit. It really is a nice concept print though.My thoughts on dried blood. Would that be more of a dark red? Maybe a dark-deep brick red?I always liked flying the Dr1. On take off and flt it performs as discribed by a pilot who had owned a replica(article on the web). Jittery, tipsy, sensitive to the least wind on taxi and take-off.When I fly it, I select "nice day" for weather, and IF I make it to the eor, brakes off, throttle up slow while pulling back on my stick and she'll shimmy, quiver and yaw her way up in the air. You all take care,JimB

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Now that's whacky :-lol"Another thing, how do make two screenshots with the aircraft in the exact same position? Since you can't pause the sim and switch planes in FU3 on-the-fly I would have expected slightly different images."Truthfully, if you look closely, the shots ARE in slightly different spots. Both are 800x600, cut from 1024x768, so I tried to line-up the ground features. They used method 2 below:Method 1. Go to Quick Flight and click anywhere on the map and set the height. As soon as the plane loads, hit the F5 view and CTRL-ALT-P. Selecting successive planes puts you at exactly the same place.Method 2. Again in Quick Flight, but select an airport parking spot. Hit F5 and set the camera for where you want to view from. Note that this time, the aircraft will always point in the same direction! Now, hit to get the altitude that you want and take shots using CTRL-ALT-P.Downsides: In method 1, aircraft orientation cannot be selected and may change to N, S, E or W on successive shots. Also, the actual location is hard to set on the map.In both methods, zooming makes repeatability hard. If you pan around with F5, try not to zoom out, or you'll have difficulty getting the same zoom again. Those 2 DR-1 shots are out of about 6! It works great if selecting planes of the same size, but different livery e.g.:http://forums.avsim.net/user_files/185316.jpghttp://forums.avsim.net/user_files/185317.jpgIf you use a different, er, selection(!), the zoom WILL be different, as it always defaults to fill the view with the model...http://forums.avsim.net/user_files/185318.jpg...and you have to be quick, before the plane/vessel sinks or drifts off course (ah ha! universal application of terms there):-lolRegards,Jon Point

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Ah-ha!The last pic. Airborne object, longish, devoid of wings, no visible means of staying aloft. This is most cetainly evidence of alien beings from beyond the 10th dimentional universe. Cunning to disguise themselves as a steamer; but they didn't fool me.JimB

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Hi Folks,I've been trying to stripe the rear fuselage texture. When I do, the stripes mis-align where the left and right textures meet. I've tried to compensate by widening and narrowing both stripes, but each time I do, somehow the model "tweaks" the texture and makes the stripes mismatch again. This is on texture file numbers 35 and 36. Is there anything I can do to the texture to correct this, or is this being caused by the Flt3 3d model?JimBPS: Pardon the gun, gear, and pilot texture, I hadn't converted them yet. I was just getting the fuselage and wing texture corrected first.There is something unusual I've notice about the model with either the orig textures or new textures. When flying, I can see the ground right through the top center seam of the rear fuselage. Not part of these screen shots though.JimmyBhttp://forums.avsim.net/user_files/185543.jpghttp://forums.avsim.net/user_files/185544.jpg

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Jim,The problem is there because the 2 fuselage halves were not mapped exactly the same. If one side is 1/2 a pixel out, it will either be one way or the other, and adjusting the texture just swaps the problem over :-grrIf they were identical, copying file 35 over 36 would make them line up.Seeing right through 3D models is a BSP artefact. Durn thing cuts models to pieces - look at the fuse rear on the S6. Sometimes you can cure it by separating fuse halves but you get a line in the shader.The DR-1 should be fairly easy to export and re-edit. I could be tempted to add some wires...:-waveRegards,Jon Point

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Thank you Jon,Whew, I had gotten to the point of adding the word "wack" to those texture names when I was adjusting the stripes. Each time it failed, I had this strong desire to wack my noggin against the monitor. Thank goodness; I can stop trying the stripes now and move on to a different design for those textures."The DR-1 should be fairly easy to export and re-edit. I could be tempted to add some wires..."As nice looking as our stock Dr1 is, I've learned its in need of texture re-mapping. Since I've started texturing on it and researching different historical paint schemes on the web, there are individudal parts I wish had their own textures. The wings(top,bottom), bottom fuselage(I haven't narrowed it down yet, but I think this gets it's coloring from the corners of the cowling, #45), and gear airfoil each need their own texture. The pilot could use some arms and "bump-outs" for nose and goggles. In-board braces, gear braces and the 3 skids I think share the same texture, #50. The outer wing struts I haven't looked into yet.It would be a mind bending project I imagine, and I suppose Flt3 couldn't handle that much detail anyway.Thank you again Jon,JimB

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Jim,"It would be a mind bending project I imagine, and I suppose Flt3 couldn't handle that much detail anyway."Naw, we can double the polygons and it's got 29 textures to play with:* 7 are 256x128, so could have another texture added, or double resolution.* 10 are 128x128 so could have 3 textures added or 4x resolution.* The rest are at best 64x64, allowing 15 added textures or, well, you get it ;)Lotsa potential - I'll re-strike the model if you do the textures. What I do is texture the model using the model texture:http://forums.avsim.net/user_files/185558.jpg...then you could use that as a base to create the texture over:http://forums.avsim.net/user_files/185559.jpgJust tell me what you want separately textured and I'll look into it - might need some images :-waveRegards,Jon Point

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Jimmy B's outrageous Dr1 list: :-shyWings:Top- TopTop- BottomMiddle- TopMiddle- BottomBottom- TopBottom- BottomAilerons and Elevators:Top LeftTop RightBottom LeftBottom RightStabs:Horizontal- Top and BottomVertical- Left and Right(The whole of this is the rudder on Dr1)Fuselage:Full length Top, Left, Right and BottomEngine Cowl unto itselfOuter Wing Braces can share their own.Inner Wing Braces can share their own.Gear Struts left and right can share.Wheels can shareLittle airfoil for wheels should have its ownWing Skids left and right can share.Tail skid its ownPilot- Is there a way to get more detail on him so he doesn't look like a brown wrinkled alien blob? A way to have a sitting head-torso-arms-legs?Import the cockpit for model file number 64 so theres a real "tub".JimB

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Jim,I'll look at how those will go together. The wings for example can have one texture for each wing, with top and bottom textures in the same place. Stretching textures to fit can improve resolution, but it's a pain to repeat, and with 6 wings... :-rollMeanwhile, into the jiggery-pokery!http://forums.avsim.net/user_files/185593.jpgSo far, I've rebuilt the, er, elevator. That saved 30 polygons :-eekThe pilot from the Blanik can be used (remapped and with goggles and cap of course!) I recommend losing the legs (!) and cutting off about 12" below the cockpit sides. Legs add unnecessary polygons IMO.Regards,Jon Point

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Wow,Your fee-lyin' on that aren't you?"one texture for each wing, with top and bottom textures in the same place"Here are 2 mockups I did for a top wing texture. This what you mean? The wing is actually a left side 256 x 89 crop from a line drawing. I put them together on a 512x256 then sized down to 256x128. The 2nd ones a "stretched to fit" for 128 height and may allow for more detail in the texture."legs". Gottcha'.JimBhttp://forums.avsim.net/user_files/185596.jpghttp://forums.avsim.net/user_files/185597.jpg

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