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Release: IAR80 v1.1 [2011-12-12 update]

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Release: IAR80 v1.1 [2011-12-12 update]

Postby i4dnf » Tue Mar 09, 2010 9:41 am

Image Image Image Image

Hello everyone, been lurking from some time and with the new release I decided to show this.
Info about it : http://en.wikipedia.org/wiki/IAR80
I started this a while ago, and it's slowly nearing completion (at least the modelling part).
Just a few teasers, with some shaders tests, and some cokpit WIPs.

Image Image Image Image

Image Image Image Image
Last edited by i4dnf on Mon Dec 12, 2011 3:06 am, edited 35 times in total.
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Re: IAR80 Development

Postby HHS » Tue Mar 09, 2010 2:28 pm

Hi,

when you said "shader-test" I thought you meant the clouds and the water- but then I had a closer look and saw that you managed to get a bumpmap-shader! :D
I hope this shader will be GNU-GPL!

About the model: wow- this is pushing again the limit far further- the cockpit looks already incredible!
This is a very promising aircraft- if you need help feel free to ask here!
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Re: IAR80 Development

Postby gooneybird » Tue Mar 09, 2010 5:42 pm

This is stunning, It really is taking it to a whole new level :shock:
I can't wait for the finished model :D
My Github repository (mostly AI stuff) https://github.com/gooneybird47
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Re: IAR80 Development

Postby Gijs » Tue Mar 09, 2010 6:08 pm

Absolutely record-breaking!! Those bolts and cockpit (and everything else on this plane) look "simply" amazing!
Airports: EHAM, EHLE, KSFO
Aircraft: 747-400
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Re: IAR80 Development

Postby i4dnf » Tue Mar 09, 2010 8:06 pm

well, i cant' take the credit for the bump shader. i just tried with a shader from the dangerdeep project, and it worked. it appears to be gpl, but i'll have to ask them.
the outside model is about 95% complete, but i'll have to do the texture mapping again, because now it's just a 4096x4096 texture, with lots of wasted space (i'm considering splitting it into several textures).
the cockpit is going to take a little while... also it's going to neeed some custom instruments (or just custom models for them)
for the fdm i used yasim, and i'm still tweaking it here and there...
maybe in a month or so i'll release a beta.. depending on how the cockpit modelling will go..

oh, this should have been first.. thanks for the nice comments.
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Re: IAR80 Development

Postby simbabeat » Tue Mar 09, 2010 10:16 pm

This looks just as good as the 154B.
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Re: IAR80 Development

Postby Avionyx » Thu Mar 11, 2010 10:16 pm

Looks stunning? could you post a bit about the bumpmap shader please? how you got it to work etc.

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Re: IAR80 Development

Postby i4dnf » Fri Mar 12, 2010 3:09 am

well i've been trying for a while to get a bump shader and found several examples but i wasn't succesfull till i read this first:
effects.README
so in my aircraft-anim.xml i've got something like this :
Code: Select all
  <effect>
    <inherits-from>Aircraft/IAR80/Models/Effects/paint</inherits-from>
    <object-name>Fuselage</object-name>
  </effect>

the actual effect is the tricky part, and i'm not quite shure it's the best solution, but for a test it wil do (it's inspired from the files in $FGROOT/Effects:
paint.eff
Code: Select all
<?xml version='1.0' encoding='utf-8'?>
<PropertyList>
  <name>Effects/paint</name>
  <inherits-from>Effects/model-default</inherits-from>
  <parameters>
    <texture n="1">
      <image>Aircraft/IAR80/Models/Effects/textures/iar80.png</image>
      <wrap-s>repeat</wrap-s>
      <wrap-t>repeat</wrap-t>
    </texture>
    <texture n="2">
      <image>Aircraft/IAR80/Models/Effects/textures/iar80_bump.png</image>
      <wrap-s>repeat</wrap-s>
      <wrap-t>repeat</wrap-t>
    </texture>
    <texture n="3">
      <image>Aircraft/IAR80/Models/Effects/textures/iar80_spec.png</image>
      <wrap-s>repeat</wrap-s>
      <wrap-t>repeat</wrap-t>
    </texture>
  </parameters>
  <technique n="10">
    <pass>
      <texture-unit>
   <unit>0</unit>
   <image>
     <use>texture[1]/image</use>
   </image>
   <filter>
     <use>texture[1]/filter</use>
   </filter>
   <wrap-s>
     <use>texture[1]/wrap-s</use>
   </wrap-s>
   <wrap-t>
     <use>texture[1]/wrap-t</use>
   </wrap-t>
   <internal-format>
     <use>texture[1]/internal-format</use>
   </internal-format>
      </texture-unit>
      <texture-unit>
   <unit>1</unit>
   <image>
     <use>texture[2]/image</use>
   </image>
   <filter>
     <use>texture[2]/filter</use>
   </filter>
   <wrap-s>
     <use>texture[2]/wrap-s</use>
   </wrap-s>
   <wrap-t>
     <use>texture[2]/wrap-t</use>
   </wrap-t>
   <internal-format>
     <use>texture[2]/internal-format</use>
   </internal-format>
      </texture-unit>
      <texture-unit>
   <unit>2</unit>
   <image>
     <use>texture[3]/image</use>
   </image>
   <filter>
     <use>texture[3]/filter</use>
   </filter>
   <wrap-s>
     <use>texture[3]/wrap-s</use>
   </wrap-s>
   <wrap-t>
     <use>texture[3]/wrap-t</use>
   </wrap-t>
   <internal-format>
     <use>texture[3]/internal-format</use>
   </internal-format>
      </texture-unit>
      <program>
   <vertex-shader n="0">Aircraft/IAR80/Models/Effects/Shaders/paint.vert</vertex-shader>
   <fragment-shader n="0">Aircraft/IAR80/Models/Effects/Shaders/paint.frag</fragment-shader>
      </program>
      <uniform>
   <name>tex_color</name>
     <type>sampler-2d</type>
   <value type="int">0</value>
      </uniform>
      <uniform>
   <name>tex_normal</name>
     <type>sampler-2d</type>
   <value type="int">1</value>
      </uniform>
      <uniform>
   <name>tex_specular</name>
     <type>sampler-2d</type>
   <value type="int">2</value>
      </uniform>
    </pass>
  </technique>
</PropertyList>

tex_color is the same as any livery out there
tex_normal is a normal map (or a bump map.. both work almost the same).. i've created a height map (using the color texture as a guide) and then used the gimp normalmap plugin.
spec_map is a shininess map, it's there to modulate the shininness on the model (rivets and edges specular reflections are crispier than the rest)(grayscale usualy).
the fragment and vertex shader themselves are from here : dangerdeep sourceforge repo
and they work as they are (just renamed them and tweaked a bit... i didn't quite understand what i was doing.. just poking around in the code and hoping it worked :P )

HTH
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Re: IAR80 Development

Postby Avionyx » Fri Mar 12, 2010 10:25 am

Very helpful thank you! and now back to topic, that stunning aircraft of yours!
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Re: IAR80 Development

Postby HHS » Sat Mar 13, 2010 4:03 pm

i4dnf wrote:well, i cant' take the credit for the bump shader. i just tried with a shader from the dangerdeep project, and it worked. it appears to be gpl, but i'll have to ask them.


As I understood their licences, it seems to me that their shader is under GNU GPL. But we better ask.

If we don't may use it, then we could use Fred's new urban shader aka bump map maybe as well.

I've tried it on the EC135 and it is working as well. :
http://www.hoerbird.net/fredswonderfullnewbumpmapshader.jpg
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Re: IAR80 Development

Postby i4dnf » Sun Mar 14, 2010 4:52 am

i've got some good news... the shader code is gpl :).
also.. some cockpit updates.. almost finished the left side ;)
so a cold morning test flight.. reason for some more teaser pictures... ;)
Image Image Image Image
Image Image Image

well after that last pic.. the gremlins quit (too early in the morning.. union trouble).. so the engine stalled => lawn dart... :P
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Re: IAR80 Development

Postby simong » Sun Mar 14, 2010 5:46 am

Wow, I'm amazed. :D
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Re: IAR80 Development

Postby HHS » Sun Mar 14, 2010 11:59 am

i4dnf wrote:i've got some good news... the shader code is gpl :).
also.. some cockpit updates.. almost finished the left side ;)
so a cold morning test flight.. reason for some more teaser pictures... ;)
Image Image Image Image
Image Image Image

well after that last pic.. the gremlins quit (too early in the morning.. union trouble).. so the engine stalled => lawn dart... :P


Fantastic news- and your aircraft just wonderful! Can't wait! :D
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Re: IAR80 Development

Postby i4dnf » Sun Mar 14, 2010 2:11 pm

Also, a quick question, in yasim is there a way to input maximum deflection angles for control surfaces? (i know there is in jsb... but i cant get my head around that one. And the quick tests that i've done with aeromatic give totally awkward results for this plane... too p51 like.. or too unstable)
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Re: IAR80 Development

Postby DFaber » Sun Mar 14, 2010 2:57 pm

Hi i4dnf,

wonderful Aircraft, looking forward to fly it.

i4dnf wrote:Also, a quick question, in yasim is there a way to input maximum deflection angles for control surfaces?


You can limit the control input by specifying a range (src0/src1/dst0/dst1). This would apply if the upward deflection is different from the downward deflection. However if you got problems with a too sensitive elevator, you should use the yasim command line tool and check if the "Approach Elevator" is close to 1. if it is much lower than that you will get a very "wobbly" elevator. Also using the "effectivity" tag in elevators will make it hard to get a stable flight.

Another thing to have an eye on is the stall aoa and width. If the elevator stall aoa is too low you get an elevator stall near full deflection, if it is too high your Aircraft will be unable to stall at all.

i4dnf wrote:i've got some good news... the shader code is gpl :).


Good to know, I wonder if we could use the water surface shader (which look awesome).

Another question regarding the bumpmap effect: If I'm not mistaken the effect also loads the Aircraft texture. How does this work together with the Livery select System? And does it speed up loading of Aircraft texture? A 4096x4096 texture should take ages to load the usual way.

Greetings
Detlef Faber
FlightGear Development:
http://flightgear-de.net

my 3D-Art:
https://www.sol2500.net
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