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DGambo

ED Team
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Everything posted by DGambo

  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. это косяки скелетной анимаци. спасибо проверим
  9. 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
  10. 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.
  11. 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.
  12. thank. I will check. aircraft numbers are at the junction of two materials and not everything is simple with them Отправлено с моего MI 6 через Tapatalk
  13. ???
  14. file editing 1. three blocks change the name of the material F16_bl50_NOUSE_1_DECAL in the name F16_bl50_MAT1_BORT_NUMBER_DECAL F16_bl50_NOUSE_1_BORT_NUMBER_001 in the name F16_bl50_MAT1_BORT_NUMBER F16_bl50_NOUSE_1_BORT_NUMBER_010 in name F16_bl50_MAT1_BORT_NUMBER_X100 2. add block F16_bl50_INTAKE_BORT_NUMBER from my file to your file 3. block F16_bl50_FIN_DECAL unchanged 4. change the material name F16_bl50_FIN_BORT_NUMBER_001 to F16_bl50_FIN_BORT_NUMBER 5. add a block with arguments
  15. 1. I do not quite understand what is needed 2. these parts are included in the common piece https://gyazo.com/b95f1cac6ee40cf3a1604f7cfe3b9881
  16. We appreciate our work, but work on the side numbers has been going on for a long time. You needed a variety of board rooms and we made such an option. The old technology with cut out dice in geometry did not support flexible work with numbers and a wide variety of numbers, especially if they would intersect by location. further changes in liveries and onboard are not planned, but even if so, then before the release we can improve our product. Now the number of lines in the file with liveries has decreased and I will have the same work as you do for editing files.
  17. Hello everyone. on f-16 we run in new side numbers which should increase the FPS compared to the old technology and reduce the amount of editing in the liveries file. there are pluses to the possibility of expanding the number of acquaintances and switching the types of numbers from the liveries file. on animation of board numbers 1. display the main board number. argument 1000 and the corresponding value. (0.0 - by default. 0.1, 0.2, 0.3 - other positions - see the picture) we can add a few more https://gyazo.com/ea4a9a7b02b5bb6e36419e7e7496db4f 2. display the number on the back at the refueling cap. argument 1001 (0.0 by default - drawn, 1.0 - not drawn) 3. Display the type of number on the air intake. argument 1002 (0.0 is two-digit, 0.1 is three-digit) 4. Display the bow number. argument 1003 (0.0 is drawn. 1.0 is not drawn) to control the board numbers added lines to the file https://gyazo.com/57a0238a3e41525481ba544d0b79eeb6 description.lua
  18. Все правильно . Единицы и ориентация модели во вьюпорте для всех одинакова Отправлено с моего MI 6 через Tapatalk
  19. add files to pylons and fuel tanks. Sorry that everything is not fast, there are a lot of tasks and we are not in time
  20. over time, we will improve the template and fix the errors. if there is a problem with masks then convert them to simple objects. we just did not have time to do this. This should eliminate errors. Textures were drawn in another program and exported to psd, so errors are possible. we’ll fix it over time
  21. Hey. I opened the same file but I don’t see this, what am I doing wrong? https://gyazo.com/0df4f7a94e89ff2011cbc02143a31080
  22. I don’t see the point yet. work on the model is still in progress. side numbers will be finalized, their number and position. this will affect the Description.lua file. and you can take existing from the folder with livery.
  23. The official template is replaced.
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