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Massun92

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Everything posted by Massun92

  1. its ALMOST ready! I upgrade some models (ground crew - R11 volvo - Heavy TUG (now a B600) ) and a few little changes here and there.
  2. 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
  3. 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:
  4. 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?
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  5. 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.
  6. I have a free solution for you, from the 3rd world... YOu can use Opentrack - with "Aruco" (you have to print a type of very simple QR code) -- in my case I DRAW it (Yeah, I dont have printer) and with your webcam (if you dont have webcam - I have not - you can use your phone and "irium webcam" -- turn your phone in a webcam. So, you can have a free track sistem. (conect the phone via USB not WIFI, for better performance) Its not very complicate and totally free.. and works... well is not perfect, BUT WORKS!!
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