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Dimebag

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Everything posted by Dimebag

  1. Man this game rocks! It's so intense and addictive.
  2. Thanks for the offer Morkva, I'll see how I go making one first.
  3. Breakthrough! That was it Morkva_55. I could kiss you.:smilewink: (don't worry I wont) Ontop of changing the material in lomutils to holed standart, I had to change it to that in the skins file as well, which makes sense. Now I've just got to fix up the Sh!tty texture I used for the EHSI. :P But I am just glad to have this sorted out. Thanks to all who helped!
  4. NO! I shall go do that RIGHT NOW :thumbup:
  5. Thanks for the suggestions guys, So I can either use white or black for self-illumination, which is the better choice? Morkva_55, I would gladly RTFM if there was one specifically for use with FC2, however there doesn't seem to be any info apart from threads where people have had problems. With the material slots, I probably can condense them into fewer slots, and plan on doing so as I am running low. Flickering and performance hasn't been a problem in game as yet. I just tried the setting you had on your screenshot however still no luck, here is how I have it set up now: I wasn't sure if you add the image into the diffuse colour section as you normally do for regular texture mapping, however I have tried with and without and it made no difference. Something interesting is I had an object which was assigned the material that previously occupied this slot, and after I added this material with transparent texture, it showed up in game, however not the one I want to. I am using a plane, not sure if that is a problem, however I also tried with a solid object and again no difference. I even tried cloning the object that the transparent texture did show up on and using that, but still no go. I tried with self-illumination set to black, as well as white, but no go. I'm sure there is some silly little thing I must be doing wrong.
  6. No luck as yet unfortunately with the transparent textures. Is there any chance someone could walk through how they use them in 3ds max?
  7. Might be good as a shoulder check if you have a stiff neck.
  8. Thanks beczl, i'll try those suggestions.
  9. Well I have been attempting to make an MFD for a custom cockpit but am having troubles making the symbology show up. I need to display textures which are transparent in some parts, to allow me to overlay symbology over the top of one another. I can make it work in 3ds max 8, however I have had no luck making it appear in game. Here is how it is set up in 3ds max. I can only get it to be transparent in 3ds max by selecting an opacity from the same image. The image is a .tga file, with an alpha channel for the transparent sections. Skin file here I know there is some way to do this but I just can't seem to crack it. Can anyone help?
  10. Hi all, just a query. I have been successful in using this script to bring the HUD and MFD into my custom cockpit, however I don't fully understand how to go about getting the mirrors working. I see people mentioning the glass method, and it has something to do with the -glass.lom file, however I can't find any info on how to do this. If anyone could help me out I would appreciate it. Here are a few shots of my pit so far, BAE Hawk mk 127, however some mirrors would be really nice. I am about 80% complete, just finishing textures and maybe try add an EHSI and EADI on the spare mfd screens. Thanks.
  11. This is blowing my mind, just amazing detail to rival FSX. I think I even noticed individual leaves on the trees, or I might have just been imagining.
  12. Ah, thanks snowbird2, I'll remember that one in case I need it.
  13. I tried your method OldCrow by changing the graphics.cfg options for clipping, however that still didn't fix it, but then I thought to copy the canopy itself and delete the old one. Low and behold, this fixed the disappearing instruments, however if I clone an object after I do this, that object will disappear. So I think the disappearing has something to do with cloned objects which somehow disappear when a certain animation is run, in this case the canopy one. Thanks for the help though.
  14. Thanks for the tip Oldcrow, not sure if I'll need to do that as most animations are actually intact, just a few I need to fix up. Also I have a problem when I close the canopy my instruments which use animations disappear. I remember reading some other thread that had a similar if not the same issue so I will check that out. Its good to see it finally working in game.
  15. Just changed the scale of my model, as it was in inches, then had to rescale the whole model, and it now appears in game :). Sadly this rescale has thrown out the animations of several instruments which use arg based positions. But atleast now I can see the model :). Thanks for the help guys.
  16. Well I tried what you suggested Oldcrow, however unfortunately there is no change, the model still does not show up. :( I will try changing the spaces of material names and textures. Just out of interest, when people view their model in modelviewer, are they able to see it when you switch to cockpit view in the menu's? If so then it must be some issue with the model itself, as I don't think modelviewer even takes textures into account.
  17. Ahh, that could be it Oldcrow. I will try that first thing tomorrow. Regarding argument 180, which from memory was the lights on/off animation, do I need to created a visibility based arg under 180? I hope not, as this would be very time consuming to select each object and create such an argument. I wish there was a way to only display the hud, is there any way to place my model in front of the mfd or does it get rendered on top of everything? Thanks
  18. I tried your suggestion SVKSnipier, however my cockpit still doesn't show up. What this did do however was show just the hud and mfd displays for the su-27. Any other thoughts? Appreciate the help.
  19. Sorry, this is not news. I don't think you should post anything in the community news section regarding the next DCS aircraft unless you are a direct messenger from ED, like say Wags. Otherwise you are just speculating, and that belongs in the wish list thread.
  20. I have been working on a cockpit model for a formation flying team I am a part of over the past few months. I have the model pretty much complete, animations complete, textures about 50% complete. I am at the stage where it would be useful to see what it looks like in game for testing purposes, and have attempted to do this by exporting the model as a .lom file. The cockpit will take the place of the su-27, so I renamed the .lom file Kabina-su-27.lom, and placed the applicable textures in the temptextures folder, as well as created a Kabina-su-27.skins file to get the textures sorted out. The problem is, nothing is showing up in game, only the shell of the external model. I have noticed that in modelviewer, the .lom file is visible, however when I switch to cockpit mode, it is not, and I thought this might have something to do with it, as in the standard .cmd cockpit models when you switch to cockpit in modelviewer it positions your head correctly as it would be in game. In 3ds max the 0,0,0 position is where the pilots head would be, and therefore it should give a good view of the cockpit position wise. I am currently scratching my head as to how to get the cockpit to show up. I am aware that you need textures for the model to show, but do you need everything textured before anything will show, or if only some things are textured will they only show? Another thing is I am not sure if my .skins file is correct, or if there is something I have missed which may stop it from being displayed: If anyone can shed some light I would really appreciate it, because I am becoming a little worried that all my hard work and countless hours of modelling and texturing might go to waste.
  21. Honestly for me, I'd like f/a-18 or f-16, however i think the f/a-18 interests me little more. And for all the falconeers out there, well they've been flying the f-16 for over a decade, so why stop now ;)
  22. Exactly, just because you might have played it to death doesn't mean they have been done to death.
  23. Natops manual is a start, but far from all encompassing.
  24. Well they obviously are willing to take on the challenge as the apache was on the cards and probably still is as long as the future success of the DCS series continues.
  25. I guess there just isn't too much to talk about as everything is running smoothly and there are no complications to post about. Like GGTharos said, just jump in multiplayer and find a server.
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