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FSXA BN2A MKIII Trislander

So here I am, with some new previews. Joey's doors now open and it's the first time I used local animations on any projects I've worked on or released. It was quite the chore as there are 5 doors on this model, plus 2 animated hinges on each door and the associated opening handles. Roughly, it took me at least a good 4 hours from setting up the pivots to animation to exporting into FSX :tapedshut Not bad for a one man show doing the modeling, mapping, animation and code :cool:
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Also, just so you know there is a dot on the I on the right side looking from the back if that makes sense. Not saying in a mean way, just pointing it out;) Awesome work though!
 
Engine needles are all finally completed, animated and working with only a couple of corrections needed for just two needle. Fuel quantity needles are next in line to be completed, but that's for another story to tell. Oh and I added some basic bland paint to the cockpit just to get rid of the wireframe look :P This will look very good once all the detail, wear and tear is added. And the pilot side sun visor too ;)
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Engine needles are all finally completed, animated and working with only a couple of corrections needed for just two needle. Fuel quantity needles are next in line to be completed, but that's for another story to tell. Oh and I added some basic bland paint to the cockpit just to get rid of the wireframe look :p This will look very good once all the detail, wear and tear is added. And the pilot side sun visor too ;)
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Looking awesome. Can't wait!
 
It's on Avsim. For Joey, I created a 3D version with all knobs that's part of the mesh and not separate parts. So the entire 3D mesh is a 2D gauge as the gauge code itself is in "SPB" format which can't be opened or decompiled.
 
It's on Avsim. For Joey, I created a 3D version with all knobs that's part of the mesh and not separate parts. So the entire 3D mesh is a 2D gauge as the gauge code itself is in "SPB" format which can't be opened or decompiled.
Okay, thank you. How do I install it? Sorry about this btw :P
 
Since 3DS Max 2012 won't export the Trislander and I saved it in that version, I had to redo some animations in Max 9 to get back to where I left off....so it's back to business as usual, at least I didn't have to reanimate the doors once again
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On the plus side, visors are in place with only the hardware left to be textured and animated
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Are you going to include the hold up thing at the back when the doors are open? They have to have it for the passengers to board otherwise the plane will tip over
 
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