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Everything posted by 59th Ducky
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Question about .EDM models export / import
59th Ducky replied to rockwelder's topic in 3D Modeling for DCS World
FC2 flickering bug :) A little help from Beczl: Here it's my generaly tips for cockpit making that contain the fix about your issue as well. Generally in FC2 modeling the easier part is the 3DS Max technical side, but not in our case. The first problem is to all ED cockpit (except the new KA-50 and A-10C) has a simple 2D planar object layered cockpit structure. It means the ED use a layering method for their cockpit object positioning. This caused (and still causing) a lot of flickering, non visible object issue. If you would create a cockpit you need to have a good plan to the object visibility and positioning. - You need to create the far objects first (for example front panel) than the object in front of (for example instruments) and last one the moving object (for example needles for instruments) This prevent the FOV issues - Every object in Max has an own "Serial Nr" and the ED export tool use this Max internal object counter for their object positioning also. So if you need to delete and recreate the front panel later on by any cases the new front panel object get a higher "Serial Nr" in Max and in FC2 you front panel visible over the other instruments and objects... In this case you need a good base plan for 3D modeling... If you need to delete/change/recreate any object (for example the front panel) you should try the following method: - Select all object in front of the object. - Save as selected through Max that delete all of them - Create a new main object e.g front panel - Merge the previously saved object into this project. Flickering or non visible object/texture: The other big issues the flickering or non visible object/texture. It cased by the wrong linking and grouping in Max. My tips how to solve this: - You need one central dummy. - The central dummy must be connected to a dummy glass object: That's mean you have to create a small plane that assign a canopy-glass material through LOMUtils in Max. This need to prevent the flickering or non visible object/texture. - I divide my cockpit to four part: Front, Left, Right, Bottom-Top. All main part has an own dummy and all fix objects in this part connect this dummy. - Every moving object has to be connect in an additional dummy and this dummy's are must be connected into a central dummy - Every object that textured with .tga must be connected for an own dummy also that connect the central dummy So basically you have to create a lot of dummy. My Mig-21 cockpit has an 450 dummy for ~2600 object Material: You have a limited material slot in max so be careful. You need to reserve at least six slot for the following: - Dummy glass - HUD - Night cockpit light (.tga) - Warning light (.tga) - Canopy glass - One spare just in case - All night textures can be managed by the cockpit .skin file with argument = 180; like the other planes.. So you won't reserve an individual slot for night textures All .tga texture only can use diffuse, opacity, self illumination material. You can't insert an another .tga texture for example over the instrument needles .tga because two .tga layer will be interfere for each other or it will cause a flickering later on. .tga parameters: Only one side Specular level: 0 Glosiness: 10 Opacity: 100 + Self illumination: 133:133:133 color FOV: Basically your 3D Max center will you pilot eyepoint zero so you have to set it correctly in Max. Unfortunately the FOV is different in Max and FC2 so sometimes your object seems to be warped or different in FC2. Sometimes you need to create an elliptical object in Max to seems as a cylindrical one in FC2. -
If I use different Diffuse and Opacity texture, the plugin create wrong EDM !
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Try this: CockpitLocalPoint[su_25T] = {3.906, 0.466, 0.0}
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Collision modeling questions...
59th Ducky replied to rockwelder's topic in 3D Modeling for DCS World
Read this :) http://forums.eagle.ru/showpost.php?p=1418067&postcount=1 4) A3 section :music_whistling: -
????? Corrected: Uploaded by: Paul Aherton at 31 October 2009
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:thumbup:
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Creating a 3D aircraft from scratch..
59th Ducky replied to deltahawk2008's topic in 3D Modeling for DCS World
Overal: ~6124hr = about 2.5 years ? :thumbup: -
Bazar/Terrain/Structures/SmallShit/grass.blk ? :megalol:
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New Terrain feature from Nevada ;)
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Custom EDM models /w high textures... Not SDK :)
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WIP DCS A-10C and Teamspeak 3 Integration
59th Ducky replied to Headspace's topic in Utility/Program Mods for DCS World
=== Client Release 3.0.7 25 May 2012 ! Plugin API changed to 17 -
WIP DCS A-10C and Teamspeak 3 Integration
59th Ducky replied to Headspace's topic in Utility/Program Mods for DCS World
:thumbup: TY Sir ! -
DCS World Spotlight Source Mod 2
59th Ducky replied to DiCE81's topic in Utility/Program Mods for DCS World
Nice, simulate it, now /w DX9 engine ;) But y all screenshot wrong. -
DCS World Spotlight Source Mod 2
59th Ducky replied to DiCE81's topic in Utility/Program Mods for DCS World
This is the directcompute in DX10 & DX11 ;) I think, if the aircraft is in a black textured runway, indirect light is not visible on the fuselage. -
DCS World Spotlight Source Mod 2
59th Ducky replied to DiCE81's topic in Utility/Program Mods for DCS World
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DCS World Spotlight Source Mod 2
59th Ducky replied to DiCE81's topic in Utility/Program Mods for DCS World
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DCS World Spotlight Source Mod 2
59th Ducky replied to DiCE81's topic in Utility/Program Mods for DCS World
All screenshot wrong :cry: -
DCS World Spotlight Source Mod
59th Ducky replied to diveplane's topic in Utility/Program Mods for DCS World
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Vehicle Upgrade Pack 1 for DCS:World
59th Ducky replied to beczl's topic in Utility/Program Mods for DCS World
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http://forum.lockon.ru/showpost.php?p=1402069&postcount=38 Read this and wait pls... :book:
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:doh:
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Vehicle Upgrade Pack 1 for DCS:World
59th Ducky replied to beczl's topic in Utility/Program Mods for DCS World