OZ VISION - Futurist Aircraft Simulator (WIP)

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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Tue Jun 30, 2020 11:52 pm

I am working on a weapons aim camera system for aircraft. When activated, it will change and optimize some behaviors in the selected weapons and will give a fast action and different touch to the game.
The appearance of this function is very similar to the controversial "Dogfighting mode" (DFM) found in (Ace Combat Assault Horizon) but in my game I will not make the same mistakes.




Spoiler: "DFM"



Ps3-Gzd.jpg


My Zv-75 aircraft will still not have many details in its painting because when I try, the plane always seems to be painted in pencil. In addition, everything is more complicated with the layers of P.B.R. since I am not sure which is the correct combination to give it a more realistic finish. When I find a promising solution, the plane will be painted.

The new look for the Head-Up-Display / HUD continues in the design phase.
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Last edited by Deybar_TECH on Tue Jul 14, 2020 12:27 am, edited 1 time in total.
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Enjay » Wed Jul 01, 2020 2:46 am

Glad you're still working on this. It's looking increasingly impressive; a nice intersting take on what the game engine can do too.
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Sat Jul 04, 2020 3:46 am

Thank you very much.
:D

I am now improving the collision geometry
of the Greek island Kasos / Κάσος.
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Tue Jul 14, 2020 12:08 am

the improvements and reconstruction of the kasos / Κάσος island are complete.
The most difficult part of this whole process was to manually redefine and extend the edges of the entire island and its small islets in order to add a more realistic sea.


BlenderTOgzdbuilder.jpg



Commercial games like A.C. and especially HAWX,
they can separate / limit
their terrain from large oceans,
small lakes and thin rivers
very easily with an extremely
precise pixel overlay technique.


PIXELhawx.jpg



In the absence of that technology, I built a method similar to that of GTA-SanAndreas. which is much more complicated and time consuming since the 3D edges are what separate the land from the sea.
After all the rebuilding and improvements on the island, I started exporting all the new geometry to GZDoom-Builder. And with many tries, I learned how to make automated adjustments and texture changes so that I could easily import new geometries / terrain in the future.
Here are some screenshots of the game:

Kasos_images.jpg
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Mon Jul 20, 2020 1:23 am

I am at many crossroads.
:?
I would like to create a new graph
(STARTUP) because the old F-15_SMTD
was replaced and removed. but the new
Zv-75 aircraft still has no painted details.
Originally I wanted to add a parts
exchange system. in fact, the exhaust
nozzles can be interchangeable.
but it is no longer possible to apply that to
the entire plane. it needs to be modified to
the point of creating a new one.
and even if I leave the plane as it is. The UV
texture map is always giving me a lot of
unexpected problems for being made of a
single texture / piece.



Another problem is the keyboard / control
scheme. who is stopping designs for a new H.U.D.
from before, the game is using a system:
"left weapon - right weapon"
but the new one (weapon aim camera
system) is complicating the use of the
controls. so I have to think about how to simplify it.



I also have many doubts about whether to
make the game more:
realistic / simulator / boring.
or transform it into more:
video game / arcade / fun.
I've been playing recently (Gundam-ExtremeVS)
I always wanted to add many of its
weapons, sounds and effects. but now
that I have many doubts, it is really
inspiring me a lot. And there is an old
version on my PS2 with some planes that
maybe can give me some advice and answers. :idea:

gSEEDestiny.jpg
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Tue Jul 28, 2020 11:59 pm

I was meditating some days.
I had to solve many dilemmas
in the project.

in short, the game will be more "arcade".
a mix between (Zone_of_the_enders_2 & Gundam_EXVS)
with some elements and features from (Macross)

And for that I needed a new plane faster
and much more versatile.
inspired by the (X-9 Ghost)
the new (AMG-9 Sauber) It is much simpler
in geometry than the previous one (Zv-75)
which allowed it to be developed
in a few days. And now yes,
this new plane will have interchangeable parts.
I am still experimenting with his
painting and at the moment everything
is working as expected
:)


.
AMG-9_SAUBER.jpg
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Sat Sep 12, 2020 1:36 am

with the head of the (AMG 9 Sauber)
carried out new tests of P.B.R. and
finally more detailed paint designs.
the results turned out to be
somewhat acceptable.


but the really important thing was the
tests with (interchangeable parts).
Although it is working fine, the "Tuning"
of a supersonic plane turns out to
be more complicated and restricted
than in the slow street cars of
my imagination.
:?

Sauber.jpg






later and for a few days, I was thinking
without much success, what give to my
planes more speed and agility.
my brother gave me the answer:
:idea:
add 2 Extra "Engine side nozzles"

To make this idea really possible,
I first thought about the "side" nozzles
of the (Harrier Jump Jet) but
after researching, its engine is
somewhat slow and big.

Although it turns out that it uses a
variant of the interesting (Pre-Cooled Jet Engine)
that with its incredible power and
performance, is just what I need to
thrust a new generation of hypersonic
and highly maneuverable aircraft.

I am currently reviewing hundreds
of aircraft styles and designs of
all kinds.
I hope to find/select one that can
be adjusted correctly to the new
project parameters.


Plane_Concept.jpg
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Re: OZ VISION - Futurist Aircraft Simulator (WIP)

Postby Deybar_TECH » Wed Sep 30, 2020 12:27 am

programming has long been in
the background.
I am exploring in the design,
appearance, engineering,
style and philosophy of my
new generation of aircraft and
the whole project in general.


After research, hypersonic aircraft
designs are generally:
arrows, wedges and strange missiles.
Realistic_Hyper_shape.jpg




this is functional, credible and realistic.
but it is not very interesting.




So I started looking for many
weeks for something that could
be interesting, different and
functional as possible.

and the only really interesting
designs on the whole internet were:

macross plus game: Neo glaug
L.G.H. die neue these: Brünhild

NeoGlaug_Brunhilde.jpg



there are very few images of the
Variable / Neo glaug.
so it is currently not possible to
explore its concept further.



Brünhild on the other hand, I love it.
its head is very long and flat.
almost like a sword. which is perfect for
the new Hypersonic speeds of the project.
There is a lot of information about
this spacecraft, so I'm already trying
to adapt and improve its design in
order to add it to the project.


Since many Sabres and swords have
begun to appear in the project,
the thermal shield necessary for
hypersonic flight and even an
atmospheric re-entry, will have
the texture of a (Damascus sword).
with that the PBR will be more
visible and I will gain more style.





I'm still in time to get ahead of the
(SR-72 Darkstar & Enemy Strike Jet)
seen in detail only on toys, and
they are clearly super fast.

the ADF-11 already ruined many
things for me and it is forcing me
to use the (8 generation fighter jet)
to be different.
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