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Author Topic: Ford Tri Motor Universal (V 4.09 and v4.10)  (Read 42937 times)

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agracier

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #48 on: January 27, 2012, 07:40:51 AM »

the epervier version works fine, but I had to keep the old Trimotor folder active ... a small thing though is that the new undercarriage isn't skinned and if you use custom skins from the Ju52, you'll have the starboard wheel struts in a different color than those on the port side ... not a big deal as such ...
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Epervier

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #49 on: January 27, 2012, 08:49:02 AM »

I'm not working 3D. It took me nine months to do this DIY.
Other error ... if you tear the wing right you will see the right landing gear was floating in the void ... If I remember correctly!
This is why I never released this version.
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Epervier

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #50 on: January 27, 2012, 10:15:25 AM »

No! It's just that I'm very bad with 3dsMax!  :D
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juanmalapuente

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #51 on: January 27, 2012, 11:18:29 AM »

Well, you are really good "sculptor" of planes then ;). The only thing I would change a little bit is the position of wings, that could be a little more forward, but it's great anyway.
I tried my skins and they look fine. Only some of the Fokker F-VII hacks need a slight readjustment (ASAP). About the struts colour, they are quite good in some of the skins. I need to know where they are placed and I'll be able to give them specific colour. You can see that in some skins they are grey, in other camo and the rest plane black.
The original places for some details in the tga file weren't right. I had to guess where to draw the radial engines because in the trimotor's default skin, they appeared in the silver grey of the skin.















There's other weird thing, this is probably some lighting effect that makes evident the discontinuity between parts of the fuselage. You can see in some pics that there's something like a glow under the wings but some shadow in the limit between parts. The glow looks kind of cool, but the discontinuity would be great if solved.





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Epervier

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #52 on: January 27, 2012, 11:43:51 AM »

Yes I know there is this difference in color.  :-[
I do not know the cause completely.
I know that my version is very imperfect.  :-X
I hope some modder 3D agreed to correct the aircraft.
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Verhängnis

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #53 on: January 27, 2012, 06:09:08 PM »

I think it has something to do with the rather messy overlays on the Ju-52.
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Epervier

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #54 on: August 15, 2013, 11:40:22 AM »

New link for my version !





Link : http://www.mediafire.com/?s0pxurup5k5bcmb

Bons vols !
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max_thehitman

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #55 on: May 23, 2014, 11:40:36 PM »

Someone asked me a question (I will post it here for anyone else that wants it also)

Do I have a solution to the original airplane model not having wheels so shiny and other parts looking better.
Not Epervier new version, but the old first version.

I say try this little fix, and you will see the original airplane model with much better looks.
  ;) ...if it worked for  me, it should work for you too.


FOllow the path...
C:\Users\___________\IL-2 Sturmovik 1946\#DBW(or your game version)\Tri_motor\3do\plane\Fordtrimoto

Do the following... (you can open these files with Notepad and then save them)

--------------------------------------------------------
open up the file named "engine" and overwrite the following lines with
these number values...

Specular 0.1
SpecularPow 16

--------------------------------------------------------
Open up the file named "Gear" and overwrite the following lines with
these number values...

Specular 0.0
SpecularPow 0

--------------------------------------------------------
Open up the file named "Matt1DOo" and overwrite the following lines with
these number values...

Specular 0.2
SpecularPow 16

--------------------------------------------------------
Open up the file named "Propellor" and overwrite the following lines with
these number values...

Specular 0.0
SpecularPow 14

--------------------------------------------------------
Open up the file named "WheelDisc" and overwrite the following lines with
these number values...

  Specular 0.1
  SpecularPow 1

--------------------------------------------------------
Open up the file named "WheelTire" and overwrite the following lines with
these number values...

[ClassInfo]
  ClassName TMaterial
  BasedOn WheelDisc.mat
[LightParams]
  Ambient 1.0
  Diffuse 1.0
  Specular 0.0
  SpecularPow 0
  Shine 0.0


----------------------------------------------------------

...and now you should have a nice looking model. Go and fly the friendly skies  ;D

Remember that this is for the other first model version by Reaper 3-1... with folder named "Tri_motor"

Since you also have Epervier new version in another folder named "06_Ford_3m_MY_v1.2", you can always
choose between these folders and choose which airplanes to fly.
SO you actually have 2 airplanes to fly, and not just one version!   ;)

Just put a "-" (minus sign) in front of the 06_Ford_3m_MY_v1.2 and you got the old first airplane, you remove the minus sign and
you got the new version by Epervier. Understand?
Cool, enjoy your game.

Cheers
MAX


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slejsa

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #56 on: October 27, 2014, 02:51:53 PM »

Works in 4.12.
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Benno

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #57 on: October 28, 2014, 06:25:46 AM »

Epervier !
Merci
Benno
 8)
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Benelli

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #58 on: December 12, 2014, 03:09:49 AM »

Hi Zip Comic! Thanks for your conversion of this mod! But I got a small request: could it be possible to have a separate slot for your plane, or at least a loadout option where all guns disappear from the plane (and talking about loadout, also restore the option with boxes drop)? I ask this because the armed version is very cool and useful, but the Ford Trimotor is a real classic of civilian planes and it will be good to have both version at the same time without adding/removing mod folders. Hope this could be done. ;)
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SAS~Gerax

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Re: Ford Tri Motor Universal (V 4.09 and v4.10)
« Reply #59 on: May 09, 2015, 06:58:30 PM »

Restore of the deleted Ford Trimotor Mod ver6
by zip_Comic1 aka Flyer101 aka JoHNy_SpRoCK-X:

Orig post by zip_Comic 2-Dec-2014:
Quote
have been wanting to add to this category....since I have been flying epervier's version

I have a version ...or a field mod of Epervier's to add....

I have been calling it the Ford Trimotor ...WIP ver6 (see " The lounge" ford Trimotor .....for pics)

it works for me in 4.10, mod act 3.06 buttons 4.10 offline and  with autoDiff 4.111...but just a reminder....need .....Air_Ju 52 Cockpit Ranwers mod

I have some modified skins .....which I will link in skins section?

Link:

http://www.mediafire.com/download/90xd1ocwbaj2rch/Ford_Trimotor_WIP_ver6.7z

Skins:

http://www.mediafire.com/download/g7l22l9vccwca4s/Ford_Trimotor_Ver6_Skins6.7z


For questions, help requests contact via PM:

Flyer101 (aka zip_Comic1)

or (new account of zip_Comic1 aka Flyer101):

JoHNy_SpRoCK-X.
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