Jump to content

DGambo

ED Team
  • Posts

    1175
  • Joined

  • Last visited

  • Days Won

    4

2 Followers

About DGambo

  • Birthday 06/28/1975

Personal Information

  • Flight Simulators
    а нету )))))
  • Location
    Москва
  • Interests
    авиация
  • Occupation
    делаю самолеты

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. он должен быть доступен . он идет как замена старого. заменен давно
  2. спасибо. посмотрим. на скрине что вы дали к сожалению не видно не чего. все черное. по накладкам сверимся с нашими референсами. кабина у нас блок 50, поэтому и будем ориентироваться по референсам именно на нее.
  3. ссылку на тему плиз дайте
  4. Hello. To improve performance, we have redesigned the mechanism for implementing side numbers. As a result of this, we got rid of unnecessary materials with animation of texture coordinates, but now it is necessary to format the transcription file that is responsible for the liveries in a different way. now the texture of the number is written in one place, and the desired location of the tail number on the aircraft is included in the numerical value of the argument (27). there are also specific places that can be turned on and off depending on the need.
  5. Сорь. выгрузим в ближайшее время. там были проблемы в модели и руки не доходили. выгружать полуфабрикат тоже не правильно
  6. мало информации. примерно картинку. вариант текстуры.
  7. Андрей правильно сказал. это уникальный борт с уникальным номером. И в данном случае -лучше все нарисовать на текстуре, а анимированные плашки отключить. Если хочешь сделать анимированный номер, то надо прописать в дискрипшене текстуру на бортовой номер если он у тебя менялся
  8. Hey, I helped design the Sioux City Iowa 174th Fighter Squadron livery for the F16 module and noticed its now one of the default liveries in the game, thank you!  I noticed a couple issues with the livery in game. The nose bort number on the right hand side has a distorted texture behind it, part of the nose art is showing from the other side of the aircraft. Also the left nose bort number covers part of an award ribbon, idk if you guys can just erase the rest of it that would work. Is there a way you can include a version without the Big Boss nose art? Only one of those aircraft had the nose art so when we fly in formation they don't all have the same version of the plane. I posted that version on user files already under the username boomer174. Thanks for your hard work and please feel free to contact me with any feedback or additional information! I've attached a link to the standard livery we made without nose art. Thanks again!

     

    https://www.digitalcombatsimulator.com/en/files/3312728/

    20210117115220_1.jpg

    20210117115210_1.jpg

  9. Hello DGambo,

    The support redirects me to you about my question.

     

    First, Tank you for you job for the F16 Model !
     

    I'm the author of the program F4TS https://f4toserial.com/

    This tool is used by a large community of cockpits builders like me. A lot of them ask me to make this tool compatible with DCS World. I already made the tool compatible but now the missing part is about the Export.lua.
     

    I would like to give the community for free the best way to allow them to get all cockpit data and easily build their own pit. For this reason, I really need your help to add this feature and it can help me to correctly build the Export.lua file.


    My question is, I want to know where to get the list of arguments of DCS F16 module to update data export via LUA script.

    I read that I had to use the modelviewer2.
    Unfortunaltely, with this tool, we only get the arguments list.
    I have to test each argument one per one but there are more than 700 of thems.


    Otherwise, I can't filter them by type either (toggle switch, push button, lightbits, gauge ...) ...
    On the other hand,  modelviewer2 not say what is the format of each argument (binary, float, decimal ...) for example for the value of the RPM, FTIT etc ...

    Is there a data table information of DCS F16 module arguments and data types ?

    for instance :
    Name of arg | number | type | value min | value max
    RPM | number 95 | float | 0 | 0.156

     

    I'm thank you in advance for you help.

    Take care.

  10. это косяки скелетной анимаци. спасибо проверим
  11. there will no longer be such changes that greatly affect the skins. If numbers are added, then by default they will be turned off and to activate them, you will need to register a couple of lines in the file
  12. we have an animation of only three digits of the number. therefore, all numbers are three-digit. if there is a need for the fourth category, then it can be drawn in the skin.
  13. Hey. on the side numbers 1. There are three-digit numbers on the plane. some have an extra 4 bit, but it is not animated and is used as a decal. 2. Registration of board numbers is as before. the material with the tail number must register your main texture in channel 0, the roughness texture if it differs from the default in channel 2 and your texture number in the DECAL channel. 3. animation arguments are needed to hide unnecessary numbers or switch between types. we used to write an empty texture for numbers that are not needed on the skin, now this is not necessary, although this still works. 4. and wish. For a single-color texture of the side number of the aircraft, you need to make the main background fill with the color of the number digits. this is necessary for the correct switching of mip maps when the model is removed from the camera.
×
×
  • Create New...