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Ekoj

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  1. Seems like I found the answer, either the current exporter's version is not supporting UDIMs, either I'm not properly setting my UDIMs. Only difference between those two cases are the texture file's name and type. Case 1 : old simple file let's call it "bomb_BaseColor.dds" when creating the texture node the type is auto assigned to "Single Image" --> Export correctly Case 2 : new texture exported from substance, name is "bomb_BaseColor.1001.dds" when creating the texture node the type is auto assigned to "UDIM Tiles" --> No texture after export Anyone have this issue?
  2. Downloading the latest version (256183) resolved this issue. Exporting just fine. Seems to go crazy when applying textures tho Here's the issue : I have one 3D model (a bomb to keep it simple) no UDIMs just a single 4k UV map, I already made textures for it. Now going into shaders in Blender to apply the texture : Case 1 : I create the texture node, link it to the EDM_Default_Material on "Base color" then link it to the output => applyied correctly to the model in Model Viewer. Case 2 : I want to change the texture so I create a new texture node, fill it with the new texture I just created, replace the link on the previous texture node from case 1 to override and tell the exporter to use this new texture now. When I export I get the missing texture applyied, not mine. Restarting the Model Viewer doesn't change anything. Am I missing something? How can it works perfectly fine with a texture I made 5 months ago and not with a new texture I just created...
  3. Hi guys, I have an issue with the latest version (255760), I'm using Blender 4.3.2 and when I export I get this error : "Hash of material file C:\Users\***\AppData\Roaming\Blender Foundation\Blender\4.3\scripts\addons\io_scene_edm\data/EDM_Default_Material.blend is invalid." If I try to export without material (should still be possible) the model export in 0.1s and in model viewer I got just a red box with "loading..." for infinity. Anyone can help me please?
  4. Thanks a lot, both of you! Does anyone knows how to use ed_fm_debug_watch ? Implemented it correctly in the API header, but can't get anything showing on the top left corner DCS window info screen (Ctrl + Pause)... Is there anything i'm missing?
  5. Hello guys, I'm currently working on a educational EFM (mainly to understand how DCS communicate with my c++ code) and so far, things are going well. I've seen in a Razbam's harrier video somewhere on youtube some green lines comming out of the plane, whose I think are the forces vectors representation for debuging purpose. Only function I see in the EFM API which would do that trick seems to be : ed_fm_enable_debug_info(); Also after analyzing Cpt Smiley F16 educational code, I found quite strange to not use any of the add_global_force or add_global_moment, only local force, which are applyied to the center of gravity. I'm not a huge fan of lift beeing applyied to the CG, since it's should be applyied to the center of pressure which is differrent. Well anyway that's another story. If you have any information about the use of ed_fm_enable_debug_info() and the difference between local and global forces, this would be of a great help! Thanks in advance! Ekoj.
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