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chaos

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Everything posted by chaos

  1. Noone breaks the rules in aviation... it's a rule! :D
  2. Every day the current 'specific gravity' of the fuel is calculated (depends on temp.). The pilot requests a certain amount in kilos/pounds for 'the mission'. The fueling department can then calculate the amount of litres/gallons to be brought onboard. Same thing happens inside an aircraft (the bigger ones anyway... not your uncle's Cessna). The probes in the tanks measure volume and by conversion present it as kilos/pounds in the cockpit.
  3. Whats a flightmodel matrix? :)
  4. Thanks. I've started re-building the entire mesh, basically. cut, extrude, weld, cut, extrude, weld... From now on I'll keep xView on so I notice right away if something is off. Obviously it is the way I construct a model. I don't know of the proper way to do that but I'll figure it out.
  5. Sorry to bother... one more question :-) Do any of you actually bother with xView (Flipped UVW) at the modeling stage or do you just start texturing and deal with any issues then...?
  6. Yep, did know that... after reading your post a few weeks ago! :D
  7. Thanks all for your help. I just can't seem to get it right. I've tried rotating with the gizmo as well but I don't see any changes. Clearly I'm doing something wrong but I can't figure it out. I've started rebuilding the mesh by cutting out the offending polygons and extruding and welding the edges again... all 579 of them... :-) That does the trick except it's a lot of work and I was hoping to find a quicker way. Oh well... I'm still open for more input from the experts... for now I'll adopt the 'Brute Force-' way of doing things... (I've used ProBoolean on the instrument panel a lot and, according to many forums, that is a sure-fire way of messing up the topology...). I guess I"m not using the tools correctly.
  8. It doesn't cause me any problems now but, supposedly, it will cause issues with i.e. normal mapping. Also, it is reported in xView as a potential issue which should be dealt with accordingly. Of course I could be making a mountain out of a molehill... I don't know. All I know is that it shouldn't be there. I'm aware that you can flip, mirror and whatnot with all the faces. I've tried using those tools to fix the issue but it didn't help one bit...
  9. Hi Joey, When I rebuild the offending face I can get the UVW normal to point in the right direction (at the expense of messy geometry). It is obvious to me now that the problem is in the way I build a model. If you look at the re-built geometry you can see it all points in the right direction however, as soon as I start welding vertices on the outer edge, I'm starting to see flipped UV's again. It's frustrating... There must be an easy fix for this. Are any of the artists around these here parts seeing what I'm seeing in their models (xView: Flipped UVW Faces)? And, more importantly, how do they deal with it? I use Convert Vertex to Faces -> Flatten Mapping
  10. Yes, '2-sided' will show the texture in the render-to-texture window but that doesn't correct the problem of the flipped UVW face... As you can see, the 'UVW-normal' is pointing out the back. [/Pulling Hair]
  11. Hi all, As promised... here are some screenshots of the problem I'm having. As you can see, there is 1 flipped UVW that I can't get rid of. The other UVW faces are all aligned correctly except for the one colored in green (don't mind the poor checker map... I haven't even begun lining up the textures). What do I do here? Edit: as you can see in the last pic.... the texture doesn't render (for obvious reasons) in the render to texture window.
  12. Thank you! :)
  13. It'd be nice to get a response from ED. Something to the effect of "we're looking into this issue... more to follow". I agree with one of the posters that a lot of things are not accurately modeled... however, they're usually things that don't impact gameplay directly. Incorrectly aiming rockets would not qualify IMHO...
  14. Just to be sure that we're all discussing the same thing. All the normals are fine. No need to flip any of the polygons... They're all pointing outwards. Its just the UVW that needs flipping. I'll post a screenshot as soon as I can...
  15. Thanks. Unfortunately I cannot post screenshots as I don't have my laptop with me for the next 4 days. I've come across the 'xForm thingy' on various forums but haven't tried it yet. I will definitely try that as soon as I can. Still open for more suggestions... can this not be fixed within the Unwrap UVW modifier?
  16. I’m using 3DS 2011 to build a mod and about to start the texturing phase. I’ve used xView to find potential problems and noticed that there are quite a few ’flipped UVW faces’ in my geometry (among other things...). I spent the last 4(!) days trying to correct that problem but have not been succesful so far. I’ve checked the 3D forums and YouTube to no avail and it’s driving me bonkers... I’ve tried to fix it by applying an Unwrap UVW modifier and mirroring/flipping the offending faces... No result in the Viewport (and xView results) although the face clearly flips/mirrors in the Edit UVW window. I’ve tried UVW Mapping too without result (although it is my understanding that Unwrap UVW can do the same thing and a whole lot more). How difficult can it be to have the UVW ‘normal’ point in the same direction as the polygon normal? Obviously I’m missing something here... What are the steps to correct ‘Flipped UVW Faces’? I need a step by step plan on how to fix this problem which, I suspect, is quite common. Suggestions are highly appreciated...
  17. That (arg. based controller thingy) did cross my mind as well, however... the file I opened did not have any animation associated with it (or had at any point during its existence). I did experiment with it on another file in the past though... how does one make sure that nothing extra is left over that is not needed within the model right before exporting it to the Modelviewer/DCS?
  18. I'm so embarrassed right now... it turns out Skate was right. After spending the whole day trying to line everything up correctly I failed to see the obvious. Time for me to stop tinkering with my laptop and get a good night's rest methinks. Thanks for the suggestions guys. I had this sinking feeling that all my work was lost... Phew...
  19. Thanks Rudel... Re: ED Plugins... the 'oldest' version I can find is 102667 from a fortnight ago... C++ runtimes could be an issue so I'll pursue that first. I'll report back with my findings....
  20. Soooo.... I've been on Win7 for years. Been building my mod in 3DS 2011 for a good year and a halve now. System was overdue for a re-install and so I opted for Win10. Did the upgrade... everything seemed to work fine, including 3DS and my .max -files. I thought; 'what the hell... might as well make it a clean install' and chuck Win7 for good. And so I did... Win10 sits pretty on my laptop. Clean install and activated. Proceeded to re-install 3DS 2011. 3DS works well, no issues. Then I tried to open one of my .max files and all hell breaks loose... Upon starting 3DS I get a bunch of errors msg. -> [<...\2011\plugins\ArgBasedCtrl2.dlc> failed to initialize. Error code 126 - The specified module could not be found.] Same for "EDMaterialTool.dlc", "edAnimClipExporter.dle" and "EDMExp.dle". Clearly, ED plugins for 3DS did not install correctly even though it seemed to install just fine minutes before (I've tried to install the latest plugins from the ED FTP site). Indeed, no plugins can be found in 3DS (under the Utils. tab) and I _hope_ this is the source of my problem. When I open one of my .max files it shows up flat as a pancake in the viewports. Don't tell me that my work over the past 18 months is wasted... ;-) How to get these plugins to install correctly?
  21. Thanks so much for the effort and keeping this document 'alive'. It is invaluable for starting out modding DCS. I wouldn't know where to begin if it wasn't for this manual...
  22. Agreed with all of the above. Very nice modelling/texturing. I assume the 'visor-adjustment knobs' are still to be animated?
  23. From where I'm sitting, he's smack-dab in the chute. No reason for the roll-bar to be so far off the side. To me it looks like a bug in the FD system. I know that, in the past, there were some issues with the front-course being off at some airports (I.e. not coinciding with the runway heading). To OP; the Glideslope is fine. The Localizer is off to the side ;)
  24. Reset your OS after upgrading and before installing your own stuff... supposedly that will take care of all the unwanted folders.
  25. There is a way to do this. The following is a quote from thurrott.com -> "This is essentially a clean install of Windows 10. I say “essentially” because there is a Windows.old folder that is taking up many gigabtyes of space on disk—it will be removed in 30 days automatically or you can do so manually with the Disk Cleanup utility now—and some other small housekeeping tasks to perform. But you could also just Reset the OS, a process that should take 15-20 minutes at most, for a slightly cleaner clean install. If you will." Shouldn't be that difficult although it would've been nice if MS offered a guide to create a clean install i.s.o update...
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