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Everything posted by b0rnkilla
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Wow, OK, I got it working with Blender 4.2 and EDM Exporter version 241504, but there's one thing I hadn't even considered: I can only export EDM files, not import them. Is there a way to import EDM files into Blender? My goal is to make some of the existing 3D vehicle models transportable as cargo.
- 12 replies
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- edm
- edm exporter
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@tobi my apologizes,... I'd better put on my glasses before next time... @J-1775 would you be able to share version 247916 please? it's not listed in the given URL
- 12 replies
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- edm
- edm exporter
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- 12 replies
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- edm
- edm exporter
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Okay, if I understand correctly, ED will soon be releasing its own exporter tool. But it's a shame that the OH-6 project is currently shut down. That was great work by Tobi and Eightball. But thank you anyways. with the files list postet by @tripod3 I'm able to give it a try Thanks Guys
- 12 replies
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- edm
- edm exporter
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Hi Guys 'n Girls, can anyone of you share the current version of the EDM Exporter for Blender? All links are currently offline... I want to start creating own mods for DCS, with own 3D-Models... I would appreaciate your help very much!! best regards, Chris
- 12 replies
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- edm
- edm exporter
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I've now been able to reduce the number of static objects in a FARPS from around 400 to 170, thus reducing the total number in my mission (with 8 FARPS) from around 3200 to 1360. Why all this effort and not just use the Desert FARP Mod? Because everyone who wants to join the server will need the mod, and I want to keep compatibility high and the number of mods as low as possible. Currently, I only require the Community A-4E in my mission, but that's common on many servers. I think the current middle ground is a good one, and the FARPs still look good, just not as detailed as before. FARP_TestMission_compact.miz
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Because it's still not optimized. It looks great, yes, but... 400 static objects for one single FARP is too much. My Mission currently has 8 of those FARPs... which is a total of 3200 static objects... Even my dedicated server with 64 GB RAM is not able to handle this,... The DCS-Engine just doesn't seem to be made for it. Anyways I've attached the mission file. Feel free to use it and modify it by your own. At the moment, I check alternative ways (decreasing amount of static objects and stuff like this). I'll try this tomorrow, hopefully this is the version I'm looking for (with desert 4-slot farp). If so, I could go back to one of my mission-backups and simply switch the ugly greenish 4-slot farps with the desert ones. FARP_TestMission.miz
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SUNTSAG - Lockdown Mods/Liveries Collection (New and Revised)
b0rnkilla replied to SUNTSAG's topic in DCS Modding
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THE "MUST-HAVE" MODS IN YOUR OPINION!
b0rnkilla replied to BlackFalco's topic in Static/AI Mods for DCS World
can someone please share a working version of the "Desert Farp (by Suntsag)" -Mod ? the fixed one, where the 4-slot farp is actually in desert colors -
SUNTSAG - Lockdown Mods/Liveries Collection (New and Revised)
b0rnkilla replied to SUNTSAG's topic in DCS Modding
@SUNTSAG would you pleeeease like to re-upload a working version of your FARP Desert Mod? The one, where the 4-Slot FARP is working. appreciate -
@SUNTSAG or @Rudel_chw kindly ask you to re-upload current version of the farp desert mod. the one, where the 4-slot-farp texture is fixed. pleeeease @Rudel_chw the version you uploaded on Oct.9th, 2022, the 4-slot-farp is still the ugly green version
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very sad to see that after about one year still nobody replied to my post... seems like no one knows how to help with this issue.
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Question about usage of net.send_chat
b0rnkilla replied to b0rnkilla's topic in Scripting Tips, Tricks & Issues
very sad to see that after about one year still nobody replied to my post... seems like no one knows how to help with this issue. -
Witchcraft on multiple dedicated server instances
b0rnkilla replied to b0rnkilla's topic in Mission Editor
Hi @ all I could solve the Problem by my own and want to share the solution with you. So if you have multiple Server Instances running and you want to have access to the Witchcraft Luaconsole for each Server Instance you have to do following steps: 1. MissionScripting.lua Path: C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\Scripts Add the following code before the "function sanitizeModule" is defined: witchcraft = {} dofile(lfs.writedir()..[[scripts\witchcraft.lua]]) 2. Witchcraft.lua Path: C:\Users\your_name\Saved Games\your_DCS_instance\Scripts Find the Line inside the "function witchcraft_start(mission_env_)" witchcraft.conn:connect(witchcraft.host, witchcraft.port) and add "--" in front of it, so that it looks like this: --witchcraft.conn:connect(witchcraft.host, witchcraft.port) Add a new Line and add following code: witchcraft.conn:connect("localhost", 3001) Instead of "3001" you can write down any port you want that witchcraft is listen to. Then find the Line witchcraft.log = witchcraft_log and create a new line after it and add the following code: witchcraft.start(_G) It should finally looks like attached picture "Witchcraft-lua.jpg". 3. server.js Path: C:\Users\your_name\Saved Games\your_DCS_instance\Scripts\dcs-witchcraft-master\src\backend Find the Line var port = 3000; and change the port to whatever you want to open the luaconsole with. For exampe, you changed it to 3002, so you have to open the luaconsole in your browser via: "http://localhost:3002/" Scroll down in the server.js and find the Line }).listen(3001); and change the port to the same port as you have written down in the Witchcraft.lua Finally it has to look like the attached picture "server-js.jpg". 4. witchcraft.cmd Path: C:\Users\your_name\Saved Games\your_DCS_instance\Scripts\dcs-witchcraft-master\windows Start the "witchcraft.cmd" 5. Lua Console Open your Browser and call the Lua Console via: "http://localhost:yourport/" et voilà! Repeat above shown steps for each of your Instance-Folders (located in your Saved Games Folder. Please note, that you do not need to add "witchcraft.start(_G)" in a mission trigger anymore! I have three Server Instances running with Witchcraft and have access to each Luaconsole. For example, I've done it as follows: Instance0: Luaconsole Port: 3000 Port to listen to: 3001 Instance1: Luaconsole Port: 3002 Port to listen to: 3003 Instance2: Luaconsole Port: 3004 Port to listen to: 3005 Remember to start the "witchcraft.cmd" in each instance-folder for each instance! Greetings and happy flying -
Hi @ all, as the titel already says, I'm trying to figure out, how I can use the Witchcraft-Lua-Console on a dedicated Server which runs 3 different instances with one DCS account. all three instances have there own ports (server-port, webgui-port, srs-port), but if I start all three servers the witchcraft lua console is working only with the last server that started. witchcraft = {} witchcraft.host = "localhost" witchcraft.port = 3001 dofile(lfs.writedir()..[[scripts\witchcraft.lua]]) above shown code has do be written down in the MissionScripting.lua, but as I said, I'm running 3 instances with one Install of DCS (using the same account details). Is there a way, to give each instance an own port for witchcraft? for example, if you copy above shown code into a file hosted in the Saved Games-Folder for each instance? looking forward for your :helpsmilie: happy flying :pilotfly:
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Hi @ all, I really need some :helpsmilie: from you Guys :( After successfully scripting a dynamic spawn of different cargo types via radiomenu (F10-Menu) and functions which check their status as well as their amount (for limitation reasons), I'm trying to figure out, how to get a message displayed (with "outText"-function), including playername and cargoname, when the cargo will be dropped in a trigger zone. I've been already desperated for a while, because of this.... :noexpression: I tried it with: mist.flagFunc.units_in_zones but it looks like, only vehicles,planes,helicopters and ships are part of the "UnitNameTables"... the easiest way would be something similar to "UnitNameTables", but in this case especially for static objects and cargo objects. although.... the function "units_in_zones" only triggers a flag... thats not very helpful in this case, except I would have a function which checks the status of the flag continuously and if the flag is true, the function has to know the helicopter and cargo in the zone... but this could be a problem if more than one helicopters are bringing cargo into the zone at the same time..... aaaaahhhrg :doh: It's easy to figure out the cargo id as well as creating an array which carries all the spawned cargos by name or id, but I'm still searching for a way to create a function which recognizes if the cargo is inside the zone. I don't think that it will be a problem if the cargo is still in the air, because this can be handled by "getPosition" or ":inAir()" One more thing: I don't wanna do this in the Missioneditor,... it has to be done within a lua-script. I need this function later, too.. for some reasons like creating a FARP if some cargo will be dropped in a zone and so on. for example: cargoname "US_SF_Cargo_Fässer 001" - type: barrels_cargo array "US_SF_Cargo_spawned_OBJ" - includes all spawned cargos by name helicoptername "Huey 1-1" playername "John Doe" - or whatever... by the way: I personally dont wanna use CTLD by cribob (you did a great job cribob, but I wanna use my own scripts and functions ^^) looking forward for your :helpsmilie: happy flying :pilotfly:
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Hi @ all, as the title says, I would like to know, how to use following function: net.send_chat(string message , boolean all) I have a lot of Messages in my Mission, using "trigger.action.outText" and I want to duplicate the most important ones into the Chat. Why? Simply because sometimes you find yourself in the middle of a fight and this needs your full attention and it happens, that you miss a message, cause you had not the time to read it in the opper right corner of the screen. But,... after the fight you could press TAB to open the Chat and read what you missed to read in the fight. My "outText-Messages" already comes with different sounds so you can differentiate what's important and what isn't. and i do not want to extend the duration of the message display more than necessary. looking forward for your :helpsmilie: happy flying :pilotfly: