#11
|
||||
|
||||
The upload does not appear to have worked, we have nothing in the mod queue.
__________________
Ray Respect the Paper, RESPECT IT! GET OFF MY LAWN! |
#12
|
||||
|
||||
I tried to upload one of the files again, we'll see if it works.
|
#13
|
||||
|
||||
Still nothing. What format are you uploading? Is it related to file size?
Are you getting anykind of error message? Are you making sure to hit the submit button? Not trying to be a pain, but all mistakes I have already made!
__________________
Ray Respect the Paper, RESPECT IT! GET OFF MY LAWN! |
#14
|
||||
|
||||
A few years ago I published a tutorial for designers on this forum: Early SF: tutorial for designers.
This is the paragraph on instructions: Numbering and test building; sketches and written instructions This is always a difficult bit. Start numbering too soon, and you will be punished for any mistake later on by having to correct and change all later numbers. Start too late, and you will have forgotten your brilliant ideas about the exact order in which one should tackle this model... A few suggestions. 1. Consider your model in terms of separate units or segments, such as fuselage, wings, tail, landing gear, cockpit etc.; then decide on the most logical (and therefore probably the easiest) order in which to build the segments. 2. Let's suppose the hull or fuselage to be the first stage. Break this down into segments again and number the individual parts 1,1a,1b etc (as in Figure 1). This way, if you decide to add or scrap a small part, the damage in terms of renumbering will be very limited. 3. While numbering the parts, always follow the exact and most logical order of building. With a rocket or plane fuselage, it is often best to start with the part in the middle, then build towards the nose, then towards the bottom or tail. This is one of my very few points of criticism with regards to the WMV technique. 4. Always do (partial) test builds at this stage. It is really the only way to check if your brilliant computer design really works. Believe me, you will often hit on easier solutions, and improve your model. 5. If it isn't a very straightforward model, this is also a good time to start making sketches with the numbers added - sometimes a sketch is worth several paragraphs of text. 6. In my own experience, however clear and detailed the sketches, in some cases some explanation is inevitable. Try to keep this to an absolute minimum. 7. When everything is finished, add one or more overviews in which all parts can be located. |
#15
|
||||
|
||||
Thanks to everyone for their help with the instructions, it is appreciated! I still can't seem to get the files uploaded for whatever reason so I may post them on my Deviant Art page.
Thanks again. Dan |
Google Adsense |
#16
|
||||
|
||||
They uploaded this time and are approved
__________________
Ray Respect the Paper, RESPECT IT! GET OFF MY LAWN! |
#17
|
||||
|
||||
Thank you Texman!
|
#18
|
||||
|
||||
Your welcome. Glad they finally worked for you
__________________
Ray Respect the Paper, RESPECT IT! GET OFF MY LAWN! |
Thread Tools | |
Display Modes | |
|
|