

SilentEagle
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Everything posted by SilentEagle
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This is an annoying bug with the mission builder, and it won't be fixed until ED releases a mission map editor for FC2 (doubt it will ever happen as they will only support DCS from now on). You can add items to this area via the scenery (.scn) files, but not the mission editor.
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anyone know how to do this?
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Hope for another FC2 compatibility patch
SilentEagle replied to Distiler's topic in Lock On: Flaming Cliffs 1 & 2
All my attempts were failures after beta 1..and getting them working in beta 1 was never so simple as setting "no" to "yes." It involved copying dlls from FC2, which maimed DCS. Maybe you have something to contribute? :) -
Found one of my videos from back in the day on youtube and they put their own title screens in with their name as the creator because I had neglected to do so myself. I can't remember who or what it was, but it made me pretty angry at the time.
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Changing the camera jiggle and camera float functions in the View.lua file didn't seem to have any effect. FC2 took the same functions just fine. Anyone confirm whether changes to these are working or not?
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Hope for another FC2 compatibility patch
SilentEagle replied to Distiler's topic in Lock On: Flaming Cliffs 1 & 2
+1 as well -
That polygon count may be high, but that mesh looks perfect! It's better than most community models that sacrifice rough surface creases showing in sunlight reflection for an unnecessarily low poly count.
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Even though you just did a file replacement, this is a good find! Nice job :)
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We're as clueless when it comes to this as any other aerobatic teams. For us, this is just another one of those potentially nifty modding features that has been abandoned and assumed to be another hard-coded feature. If you want to know the truth, it's probably just as simple as modifying a shader file, but I don't know the first thing about shader language, especially when it comes to animated particles.
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Since the above method didn't work, I came up with a new method that is fail-safe. Will post shortly. **EDIT** Here it is function LuaExportStart() ------------------------------------- ---SP/MP/Track Determination START--- ------------------------------------- file_set=false is_mp=false is_sp=false is_track=false Year=os.date("%Y") Month=os.date("%m") Day=os.date("%d") Hour=os.date("%H") Minute=os.date("%M") Minutes={} Hours={} Days={} Months={} Years={} for i=1, 10, 1 do -- allows up to 10 minutes of loading time (10 minutes between mission start and file creation) Minutes[i]=Minute-i+1 Hours[i]=Hour Days[i]=Day Months[i]=Month Years[i]=Year --this section backtracks through mins, hours, days, months, and years in case you cross a boundary while loading if Minutes[i]>-1 and Minutes[i]<10 then Minutes[i]="0"..Minutes[i] --lines like this recreate the file name formatting that requires 2 digits for mins, hours, days, and months elseif Minutes[i]<0 then Minutes[i]=Minutes[i]+60 Hours[i]=Hour-1 if Hours[i]>-1 and Hours[i]<10 then Hours[i]="0"..Hours[i] elseif Hours[i]<0 then Hours[i]=23 Days[i]=Day-1 if Days[i]>0 and Days[i]<10 then Days[i]="0"..Days[i] elseif Days[i]<1 then if Month == 1 or 2 or 4 or 6 or 9 or 11 then Days[i]=31 elseif Month == 3 then Days[i]=28 else Days[i]=30 end Months[i]=Month-1 if Months[i]>0 and Months[i]<10 then Months[i]="0"..Months[i] elseif Months[i]<1 then Months[i]=12 Years[i]=Year-1 end end end end end file_names = {} network_files = {} --this section finds the right network file by checking nearest opening status. when found, it sets that file as input file for i=1, 10, 1 do file_names[i] = "network-"..Years[i]..Months[i]..Days[i].."-"..Hours[i]..Minutes[i].."." network_files[i] = io.open("./Temp/"..file_names[i].."log", "r") if file_set==false then if network_files[i] then io.input(network_files[i]) file_set=true end end end --this section reads in the first 10 lines of the network file, just to see if it can be done local lines = {} for i=1, 10, 1 do lines[i]=io.read("*line") end if lines[10] then --MP missions always have at least 10 lines in the network-... files is_mp=true elseif lines[6] then --Track missions always have 5 lines in the network-... files, while SP missions always have 9 lines is_track=true else is_sp=true end io.close() ----------------------------------- ---SP/MP/Track Determination END--- ----------------------------------- end
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for anyone that's interested in telling the difference between tracks/singleplayer and multiplayer, the best way i found is this: **EDIT**DOES NOT WORK!!** Apparently, tracks can't be sped up or slowed down using LoSetCommands, only keyboard inputs... --initializations u=0 is_mp=true function LuaExportStart() initial_model_time=LoGetModelTime() end function LuaExportAfterNextFrame() time = LoGetModelTime() if time>initial_model_time+1.0 then if time<initial_model_time+1.10 then LoSetCommand(191) --slows down time every frame u=u+1 --frame counter for 1.00 < t < 1.10 end end if time>initial_model_time+1.10 then if time<initial_model_time+1.12 then LoSetCommand(246) --resumes normal speed end end if u>13 then is_mp=false end --checks whether time was slowed down end Here, time is monetarily decelerated (if possible) at 1.0 seconds model time, but it is resumed very quickly. This works because time in multiplayer cannot be accelerated or decelerated, so this checks the number of frames that elapse in a given time period. There is some buffer built into the checks.
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I'm writing my own custom flight logger that includes total flight time, total flight distance, and number of successful landings. It all works perfectly fine except for that fact that tracks also write to my log file. Does anyone have an idea how I could be able to distinguish between tracks and SP/MP live missions? One idea I had was to detect any attempt to speed up the track's time and prevent the export from writing to the log, but there are 2 issues with this: 1) SP can also be sped up; and 2) low framerates could be identical to checking frames per game second.
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AWESOME! I made this one way back in 04/05, glad to see it redone for the new Eagle. :)
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Funny, I'm doing something similar with a few more outputs for my own personal program. Thanks to Yoda, it should actually become reality.
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Ditto, I feel like creation information is lacking. UserDefined information for different parts, how to define spawn points, etc...is naming important?? I was able to figure out priority and materials. Higher priority means it is shown on top in an overlay of items, and all "driveable" regions are Material=runway, Semantics=runway, while overlays (taxilines, dirt/oil overlays, markings, etc.) are Material=runway, Semantics=land. I have tried to reuse parts from the airfield.max tutorial file, but selecting certain CrossRoadOnAirfield parts for .rn export causes max to crash, and none of my superficial objects are appearing in game when i export those parts via onlay_VPP.sup. It seems I have to use release plugins for land export, while debug must be used for airport export, but lately I haven't had luck with airports showing up at all. Another issue is making land LODs. The .doc tutorial is only suited for the case where you are exactly following the tutorial. I am doing it my own way and so I had to open the scripts and see what they do so that I could do those things manually. Unfortunately, I now have export issues with the LOD version. I get the following error. And then there's assemblescenes which I haven't even touched yet. You mentioned that it must be used after exporting an airfield, but I had successful tests with the airfields a few weeks ago without using it, but now they won't show up. Is this the reason?
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Blaze, you know full well that is not a step by step guide. haha In fact, it's not even sufficient for airfield creation and export. I am actually wanting a step by step guide for airfields as well. I have had many problems with getting them to actually export to game correctly.
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Actually, this takes considerably less time than making ground composite textures that ED uses. I just apply an exported satellite image. They have to blend imagery with who knows what. Also, every field you see was hand created on their land, so that a separate texture could be applied. Bingo. Not everyone will be able to run this scenery. A decent graphics card is required. Yea, it all works.
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Well there are no tools for DCS A-10C, so this current map would work in DCS BS or FC2. I changed the ground texture resolution from 4096x4096 to 2048x2048 and the result is similar while gaining the ability to load the whole map without LODs. I'm currently having an issue getting LODs to export to the lsa2 file, but once that is completed, performance should be very acceptable, at least for now. Thinking about the possibility of extending the map further south and east.
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The project is only a little over a week old. It will be many months for completion of land alone, not counting airports, objects, etc. The southern half of the map has now been tested in game: San Francisco San Jose East of San Jose Northeast of San Jose
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I'm finding lots of color differences between imagery shots as I go further south. That will take a lot of work to get all tiles looking the same, if even possible. and for good measure: East of SF Golden Gate
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I'm not sure. What i do know is that I think I was wrong. Looking at my source files, it appears I have 1 arc second (30m) resolution ground mesh. The textures make the ground mesh look MUCH higher detail than it really is. In any case, it still looks presentable. Some of those shots were taken at only a couple thousand feet, so not too high altitude, but here's a shot: (Remember, this is WIP and photorealistic scenery will always look blurry at ground level) Well, as Blaze said, there is no LODs built in, so my game can only load 6 tiles (9600 sq km) or 24% of the map before it freaks out and crashes on me. In reality, you would never load that many terrain texture tiles in high detail. None the less, it still requires long loading times and occasional freezes (but high fps) at the current state. We'll do an evaluation once LODs are added as to whether the top texture resolution must be cut in half to allow smooth gameplay. If not, then of course I'll still offer different texture sizes for individual choice.