Jump to content

Massun92

Members
  • Posts

    54
  • Joined

  • Last visited

Everything posted by Massun92

  1. now you let me want to know how to use the "unit speed more than" for doing it, and which is the benefit
  2. the problem was that the cockpit of the ram I download it from sketchfab and wasnt made by me. That is way I prefer to remove it from the asset pack and I will remade it from scratch, with better quality yeah, I wasnt able to spawn under the shelter neither. If someone knows any solution let me know
  3. Hi SMH! -- yeah I know, but I´m making a new personnel models, with proper animations, modular system (can be used for different eras) and overall better quality. So, the rotation of the personnel will be solved with the new models. kind regards!
  4. If you put the "origin" of the element one over the other they will stack. If the origin(middle point) is just in the side of the other elemebt will not overlap. So, with 2 of the x4 you should ve able to put them together
  5. The crews are a separated download link (when you access to the gumroad and "buy" the asset-pack it will redirect you to a page with two links)... About the outpost are named HESCOS_ and Sandbags. Only 3 very old outpost are no used anymore. I cant granted you a download link for a previous version, but if someone saved the file and want to share it with you I do not have problems with it.
  6. I think that changing the database should be easy (even if you need to do it in future updates) its just copy and paste "M92_" in regular places. BUT is possible that you will face DCS crashes. (Or maybe not, in that case let me know)
  7. No I do not... I have to do this because DCS was closing when loading some missions. AAND, updating the mod is OPTIONAL. You can stay with the previous version.
  8. If it is for only one person/ minor group I do not have problems with it. You can enter on the database.lua and change all the names of the assets adding a "M92_" (only for those that did NOT have "M92_" in their name) in front of them. BUT, have in mind, that this can cause crashes with previous versions. In some of the assets will solve the problem.
  9. reflections on instruments? I didnt modify the glasses.. can you provide me a photo?
  10. Its needs some love? yeah, one of the key element is that need to be fixed is the radio homing navigation that is broken for a looong time. And if you feel that the cockpit looks outdated is maybe because the AO pass in the cockpit is totally wrong. You can try my cockpit texture that, among other changes, its fixes the AO pass to look more realistic: Massun92´s FW190 A-8 Anton TEXTURE REWORK - SP AND MP (digitalcombatsimulator.com)
  11. Hi CrimzN! -- I´m updating some models and will be a medical tent (with a vientam style) -- about the VAB medical vehicle can you provide me a reference picture of it?
  12. for the moment I do not have any idea how to change the FLIR textures -- if someone knows anything about it and want to share I will be happy to change it on all the models.
  13. Hi Bones! I´m something like an idiot when something is related to the luas files. Can I ask you more info about it? - what I should remove and what I shoult keep. Thanks in advance
  14. wooooow! They look amazing! excellent work, as usual!
  15. Hi Crazyeddie ! They looks very good! Unfurtabelly I´m very busy with work to test them on DCS but you can share them in the user files (we have anothers working livreries for the mod out there) Cheers!
  16. the problem with this animation is I´m not able to react to the distance to the plane -
  17. Hi Arrow! if you dont add any trigger, when you place the infantry unit "salute" it have to move a little bit (like, move his head, hands and balance) If its totally rigid maybe we have a bug or a faulty installation.
  18. @TAT0R, @Eight Ball , @Arrow11 , @Geschirre , @corbu1 , @Esac_mirmidon , @ineth , @CallsignPunch The update is live now! Enjoy!
  19. its ALMOST ready! I upgrade some models (ground crew - R11 volvo - Heavy TUG (now a B600) ) and a few little changes here and there.
  20. well, the models is super easy but the working lights is beyond my knowledge. Maybe if someone can help with that, we can make it real
  21. MASSUN92´s Animated ground crew and lights MOD -- DOWNLOAD IT FROM: HERE! What a journey, right? As mentioned in today's newsletter (May 17, 2024), the asset pack will become part of the DCS core, allowing everyone to use the assets in their missions without needing to download anything. This does NOT include the animated ground crew and lights, which will still be available for download from the link above. ------------------------------------------------------------------------------------------------------------------------------------------------------ Before addressing some questions, I would like to thank all of you, the community, for your support and positive vibes. This achievement is also partly yours. On one hand, your support for the asset pack pushed me to make it better and bigger. On the other hand, I'm sure ED wouldn't have noticed the asset pack if so many people weren't using it and creating wonderful bases with it. So feel proud, we've achieved something fantastic! ------------------------------------------------------------------------------------------------------------------------------------------------------ - What's going to happen with the mod? I will continue developing content because I enjoy doing it. I love seeing what I create come to "life" within the simulator. According to my discussions with the people at ED, there's a possibility of adding more objects in the future, so feel free to leave suggestions below. - What will happen to the missions created with the latest version of the mod? As far as I understand, and I could be wrong, they should work fine WITHOUT the mod installed. - Will there be improvements? We have an agreement where I will make some minor future corrections to the models. Beyond that, I don't know what the future holds. ------------------------------------------------------------------------------------------------------------------------------------------------------ - Who I am? Hi to all! My name is Patricio Massun, I'm a 3D artist and architect from Argentina. My job is mostly related to arch visualization and asset creation for renders. I use this mod to practice some lowpoly, game-ready, real time rendering technics. I use Blender for all my work. All the models of the mod are created entirely by myself and the textures are from ambientcg (old cc0textures.com). All the export process is based on the EDM exported made by Tobi and use the tutorials from Grajo (Without them the mod would not have been possible). - About the mod:
  22. Hi! My name is Patricio Massun creator of the "Massun92´s military asset pack" .. if you know the pack, you will know that I make assets to populate missions and add inmersion to the sim. I have some 3D model crews created but they are statics. In this recent updates I add some moving vehicles and I was trying to make a better ground crew that can move, walk and looks more realistic. In the sim we have 2 types of soldiers, the old model with limited movement and some "new" (not Soooo new) that has more movement and animations. In fact, this "new" soldiers when is standing in one place make little movements (incluiding eye moving) and looks natural. This type of soldier has more inputs to animate and I wanna use them to input different types of animations on them. I know how to make the 3D model, make the animations and export the actions in their respectives slots. What I need is help with the .lua. In this moments I import a texting model with animation BUT its linked to the very old DCS infantry that dont have much movement. The lua looks like this: mount_vfs_model_path (current_mod_path.."/Shapes") mount_vfs_texture_path (current_mod_path.."/Textures") GT = {}; GT_t.ws = 0; set_recursive_metatable(GT, GT_t.generic_human) set_recursive_metatable(GT.chassis, GT_t.CH_t.HUMAN); ... GT.visual.shape = "untitled1" GT.visual.shape_dstr = "untitled1" --Displays Destroyed model after explosion. GT.DetectionRange = 0; GT.ThreatRange = 0; GT.mapclasskey = "P0091000201"; --Icon type in ME GT.attribute = {wsType_Ground,wsType_Tank,wsType_Gun,Type_GenericInfantry, "Infantry", "human_vehicle", }; GT.category = "Infantry"; GT.Transportable = { size = 100 } - I think that wsType_genericInfantry and GT_t.HUMAN are related to the old infantry of DCS .. what code I need to use to be able to use the other newer type of soldier?
      • 1
      • Like
  23. Hi twistking .. I think that you are not seen jittering ... you are seeing the load of the texto from low res to high res... when you change from areas you move directly to a point and the texture of the ground is lowres and then start to increase the level of detail... the "stabilization" is when you reach the HD texture from the ground.
×
×
  • Create New...