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Michelange

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Everything posted by Michelange

  1. To avoid some compatibility issues don't change ED's 6 CLSID in Su-33.lua and use it for the 6 firts skins please. You can change the names of course.
  2. This project is now based on the Typhoon : digital-fighters.net Also Discussed here : Forum C6 And this project Mig-29G for digital figherts Since Tigrou told the C6 community that he has a 3D model of the Rafale, he has been tied up and kidnapped by the C6 community, until he realeses this mod. Posted by Tigrou in C6 Forum :
  3. No, look in F-18C.skins it is different and use TGA files
  4. Hi, very interesting. For the moment we (at Evac) are using the folwing keybind to simulate ATC : Ground/Twr/Approach/GCI - we are using 4 parent channels : 321 / 322 / 323 / 324 for the controlers - each parent has 4 children : 321.1 / 321.2 / 321.3 / 321.4 / 322.1 / 322.2 etc... for the patrols - we are using Keybinds to switch : CTRL + 1, 2, 3 or 4 for switching to parent, SHIFT + 1, 2, 3 or 4 to switch to the child. Several wispers are also in place : 0 to all in same channel / ALT to parent / < + 1, 2, 3 or 4 to child. May help you ?
  5. I have frequently contact with Batou. He said that the map should be for DCS-A10C but for the moment he's waiting for the release of ED's SDK. He reworks the map but the structures (roads, rivers etc...) are in stand by.
  6. The only thing that is not compatible between the 2 sims are the cockpit mod's. You can also install DSC-KA50 Skins on FC2.
  7. Ok, I've found some changes in Db_countries.lua - Callsign are not the same (Cslid and name changes it could be the main problem) - Cnt_unit for ships, cars, farp and fortification don't have a Clsid (don't know if it's relevant) I also deleted all KA-50 keys Have a try with this one (I don't have time to test it Know) FYI : When I made some test in FC2 to active / inactivate countries, I noticed that Scripts/World/FARP.lua was case sensitif and gave me and error at startup. I don't think that the problem come's from the added files. It may more be a code problem. To test : - Add firts the images, FUI stuff and troops then start DSC-A10C (it should not disturb A10C) - Add countries.lua and FARP.lua (i'm not sure that Farp's are active in game compare the 2 FARP.lua files) start DCS (it may not start, but it cloud also start) - And at end make the modifications in DB_Countries.lua. There is an Error.log and errors.log in the temp file some time there are some information why the sim didn't start. Add on - db_countries.zip
  8. I Was quickly looking the new directories in DCS A-10C (I bought it last WE), the directory structure is not the same as in FC2 or Black Shark. - Mainly Directory \BlackShark seems to be now \MissionEditor. Look in "MissionEditor" or rename "BlackShark" directory to "MissionEditor" and have a try. - Also you have now the troops in \Scripts\Database\Troops and no more in \Scripts\Database\Troops\LOP - Didn't found the Localizer.cfg but it may no more have importance ? I think it was for Betty's language in \Sounds\speech directory. there are German, English and Russian in FC2 or DCS-BS but in DCS-A10C there is only English. Be carefull with such modifications and make a copy of your game directory before testing.
  9. I don't know what it will realy infuance. But I saw that the textures are declared in the 3 files. Damaged plane perhaps ? The PTB-800 textures are declared in PTB-800.skins the problem is there are common with Su-25T and if for example you assign a Texture to Value = 30.0 in PTB-800.skins, I think this will be the same PTB-800 skin for Su-25T and Su-25 who have the same Value = 30.0. An Modman can not share this. To be clear : Su-25Tskins have Values from 0.0 to 2.9 in the .skins files Su-25 skins have Values from 10.0 to 30.0 in the .skins files PTB-800 skins have both. Values from 0.0 to 30.0 ( 0.0 -> 2.9 for Su-25T fuel tanks, 10.0 to 30.0 for Su-25 fuel tanks) When you're adding a skin whit Modman, he will add it at the end of the list and increase the # -> for example 30.1 in PTB800.Skins and SU-25.skins. 3.0 in Su-25T.skins You have also to respect the order of Value : 0.0 - 0.1 ..->.. 1.0 - 1.1 ..->.. 2.8 - 2.9 ..->.. 10.0 - 10.1 ..->.. 30.0 - 30.1 ..... etc... It will work correctly when you're adding Su-25 fuel tank Skins one after one in PTB-800.skins, but if you're adding a Su-25T fuel tank skin between, the numbres will not be in order and you will see a PTB-800 skin for Su-25T on your Su-25 for example. The only good solution is to integrate PTB-800 skins by editing it manualy.
  10. Thank you for such beautiful skins Please you have to correct your .lma7 file in the packs. There are 2 other files to assign the materials for this bird. [skin] file = Bazar\World\Shapes\SU-25.skins argument = 70 otherfile1 = Bazar\World\Shapes\SU-25-FONAR.skins otherfile2 = Bazar\World\Shapes\SU-25-NOSE.skins l1 = material = {"su25-fuz-center", "standart", "SU25-PAINT1-368.bmp"}; l2 = material = {"su25-wings", "standart", "SU25-PAINT2-368.bmp"}; l3 = material = {"Su-25-flap-details", "standart", "SU25-PAINT2BIS-368.bmp"}; l4 = material = {"su25-fuz-tail & fin", "standart", "SU25-PAINT3-368.bmp"}; l5 = material = {"su25-tail & stab", "standart", "SU25-PAINT4-368.bmp"}; l6 = material = {"su25-brake-L", "standart", "SU25-PAINT5-L-368.bmp"}; l7 = material = {"su-25-brake-R", "standart", "SU25-PAINT5-R-368.bmp"}; l8 = material = {"su25-fuz-nose", "standart", "SU25-PAINT6-368.bmp"}; l9 = material = {"su-25-pitot+", "standart", "SU25-PAINT6B-368.bmp"}; l10 = material = {"su25-gear-metal", "standart", "SU25-PAINT7-RUS-DEF-01.bmp"}; l11 = material = {"Su-25-gear-steel", "standart", "SU25-PAINT7-RUS-DEF-01.bmp"}; l12 = material = {"Su-25-gear-rubber", "standart", "SU25-PAINT7-RUS-DEF-01.bmp"}; l13 = material = {"su-25-fuz-details", "standart", "SU25-FUZ-DETS-368.bmp"}; l14 = material = {"SU-25-PILON", "standart", "SU25-PILON-368.bmp"}; l15 = material = {"SU-25-PILON_2", "standart", "SU25-PILON-2-368.bmp"}; l16 = material = {"Su-25-numbers-1", "standart", "rus-code-numbers-ver2-R-w-W.TGA"}; [color_scheme] country = {B2A43A73-E650-49B0-98B9-F67A53DA95FD} cnt_unit = {CC4276EE-EDB4-4EC0-BE13-4313ABDC7619} color_scheme = {17516A49-90EA-48df-A6F9-69766DA49012} color_name = 461 ShAP file = Scripts\Database\planes\Su-25.lua You didn't release the PTB-800 skins there are in conflic with the Su-25T values ?
  11. Hi, love your job. In 33_Blu5 pack you have the blu4 skin !
  12. @Bobero In last news we have (at EVAC), Vyrtuoz awnsered some questions : here is a google translation In the professionnal version there is a tag for : Realtime analysis during record. The best to do is to contact Vyrtuoz.
  13. Firts : Create а .skins file (take exemple of an existing one), with the same name as the corresponding 3D model in .LOM - for example SU-25T.skins models -- here are assigned the 3D models of the plane (you can have several models, minimun one in high def) { lod = {"SU-25T", 30}; -- the nearest model best defined lod = {"SU-25T_LOD1", 500}; -- the model at 500m is different lower poly lod = {"SU-25T_LOD", 1000000}; -- a litle model (box) collision = "SU-25T-COLLISION"; } argument { argument = 70; -- skin argument in your 3D model skin { value = 0.0; -- Important : this is the value of skin 1 material = {"fuz-center", "standart", "SU39-PAINT1-DEF-01.BMP"}; material = {"wings", "standart", "SU39-PAINT2-DEF-01.BMP"}; material = {"SU39-PAINT2bis-DEF-01", "standart", "SU39-PAINT2bis-DEF-01.BMP"}; material = {"fuz-tail & fin", "standart", "SU39-PAINT3-DEF-01.BMP"}; material = {"tail & stab", "standart", "SU39-PAINT4-DEF-01.BMP"}; material = {"brake-L", "standart", "SU39-PAINT5-L-DEF-01.BMP"}; material = {"brake-R", "standart", "SU39-PAINT5-R-DEF-01.BMP"}; material = {"fuz-nose-steel", "standart", "SU39-PAINT6-DEF-01.BMP"}; material = {"SU-39-PILON", "standart", "SU39-PILON-PAINT-DEF-01.BMP"}; material = {"PILON_2_Su-39", "standart", "SU39-PILON-2-PAINT-DEF-01.BMP"}; material = {"numbers", "standart", "rus-code-numbers-ver1-BwW-X.TGA"}; material = {"PylonsSu-25T1", "standart", "Su-25TPylon.bmp"}; material = {"pylon25lateral", "standart", "Lateral25TPylon.bmp"}; } - each material UV map has a name in 3DSmax, use this and assign a BMP or tga file - example "wings" is name you gave in 3DSmax and "SU39-PAINT2-DEF-01.BMP" is name of your texture file n°1. - the number of materials depending of the number of UV maps you are using in 3DSmax. - You need minimum 1 material and 1 texture. - "standart" is the type of material (let it) - You can see that "numbers" is a tga, to use the alpha mask skin { value = 0.1-- : this is the value of the second skin. Her you will assign texture n°2 etc... increase "value =" to add a new texture. Be carefull, respect the sequence. 0.1, 0.2,....0.9, 1.0...and so on... Second : in directory : scripts/database/planes you will find the plane_name.lua file, open it. You will find something like this : ColorSchemes = { color_scheme("{D7FBDFAC-7CDA-4857-9999-CDC0F2AFD1CA}", _("USA Grey"), 0), -- 0 corresponds to value = 0.0 in the .skins file color_scheme("{6D79BC93-FB8D-4EE4-AE1A-AECADB2798E5}", _("USA Flipper"), 1), -- 1 corresponds to value = 0.1 in the .skins file... } Important : - Use the existing CLSID's and don't change it, you will avoid visibility issues for non mod users vs mod users - to add more skins copy/paste a color_scheme line, create a new clsid, there are Clsid generator on the web or here, change the name and number. color_scheme("{b44a0eeb-2b6a-44d2-932f-aedb2d15887e}", _("New scheme"), 2), - You must have a new corresponding texture with value = 0.2 in the .skins file. Final : - to see the new skin in a country, edit db_countries.lua - Search the country and the plane. - each skin is defined by the following line : color_scheme("{clsid}", "Name of the skin"), - the clsid is the same as in plane_name.lua of course. Example : color_scheme("{55033da3-6ad7-4a9c-807f-79696ce713a2}", "EC1/2 SPA3 \"Cigogne de Guynemer\""), To resume : In Mig-23.skins -> texture A -> Value = 0.X In Mig-23.lua -> X -> CLSID In db_Countries.lua -> CLSID -> Name of the skin in the editor texture A -> Value = 0.X -> X -> CLSID -> Name of the skin in the editor
  14. Hi, Look This : New countries . It work's for DCS KA-50 as well as Lockon FC2 You can't change rank names. I tried it and they must be the same for all countries (I tested the correct translation for each countrie). If you change the name it will not work for other countries. There are also errors in the ranks for France the stripes for first lieutenant are not correct and 2nd lieutenant does not exist in the LO form it's "aspirant" You can add units or change units as you like. You can change many things, you just have to be carefull.
  15. It look's like a corrupt db_countries.lua or something like this. Do you have other 3D mod installed before this one ? Like A-10 ? I suggest you to test Viper101's mod : A10-F15C-Su27 Extended Version 2.0 Release I think, your install is corrupt, it is overwriting another mod.
  16. This Mod is like a "Best Of", it is what Viper101 and also many people think to "Must Have". ;)
  17. Hi, - You can clone a plane, look how it is done for the F-16 (4 planes types with 2 different 3D model both cloned once) or the Tornado. - When you clone a plane you have to use the same 3D model. (This is interesting when you have different versions of the plane vith different payloads) - You can't introduce a new plane whitout replacing another one or use a empty slot (Harrier, Mig-29K, F-111) The other solution to add a new 3D is what "Carrier Ops" have done for the F-14 - FA-18/E or Pink_Tigrou with the JAS-Gripen (1 seater / 2 seater) overlay the 2 3D models in 3DSmax and play with texture arguments arg 70 and arg 32.
  18. @Viper101 and f-18hornet (concerning the cockpit local position) Some original single player missions (like : A-10A - A visit to the Port.miz, a-10a - airbase.miz), have the config directory with the view.lua file inside the .miz. If you play this missions the local position inside the cockpit will change. You can open those .miz files with winzip or winrar and delete the config directory.
  19. @ igeihty : This is not a error. It only mean's that the new textures are bigger as the original.
  20. Salut, En haut dans la banière du forum vous avez un lien vers le Wiki de ED. Regardez tout spécialement cette section : All about land - Tout se fait sous 3DSmax 7 et des plugins sont fournis ainsi qu'un exemple. - Je vous conseille aussi de prendre contact avec Batou (MP à l'Evac voir ma signature) aussi connu sous le pseudo de slash7 sur C6. - pour l'instant les outils qui ont été mis à dispo par ED sont pour la version FC1.12 ou FC2. - Sinon il y a aussi Tomcat que vous trouvez ici sur le forum qui a fait quelques modèles décors. - Enfin Grandsurf (et le groupe Simod) travaille sur les bases aériennes. A+ MA
  21. I've made a single Switzerland addon for PSV : Here You can also contact papy_psv or tango_psv Switzerland is countrie #55 You can add this manualy to the New countries. - In \BlackShark\data\images\Countries\ edit the flags-1.png and add the Switzerland flag - In Edit the countries.lua and add the lines from the Swizerland pack - Dont forger to look in the other files. If i have time i'll add it in the pack this WE and update Bulgaria. Edit : Done
  22. Not realy, i think you should do the opposit. But you can do this only with à new 3D. Use the argument number for the hook and animate the wings in the 3D with it. BUT : Another Idee is : - The Arg 8 is used to fold the wings for the Su-33 (I checked this with model viewer) and it's the same for the variable wings. - Searche in \Config\Input\Aircrafts\su-33\keyboard how the "P" key is programmed (you can compare this with the "P" key in Su-27). You will see it's not exactly the same. - Add those lines tho another plane and have a try. [70] = { ["name"] = "Folding Wings", ["category"] = "Systems", ["down"] = 70, ["combos"] = { [1] = { ["key"] = "P", ["reformers"] = { [1] = "RCtrl", }, -- end of ["reformers"] }, -- end of [1] }, -- end of ["combos"] }, -- end of [70] No idee if i'll work in both case.
  23. Planes : No, there are some slots available Mig-29K, F-111 and Harrier (for the Harrier there is all in the game to activate it see in the download section of http://beczl.tvn.hu/ ) Countries : see here
  24. No, ED didn't change the model it's the same in FC2.0 as in FC1.12. It is ARG 8 values from 0.00 to 1.00
  25. I think, it is not possible without a new 3D model. The idee is : - Use an argument in the 3D model, that cloud be mapped with the keyboard. Like the hook arg from the Su-33. - In Fc2.0 you can add this key in the mapping of the keyboard (that has been tested for the Cobra key for example.)
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