Jump to content

rockwelder

Members
  • Posts

    995
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by rockwelder

  1. Will I have to edit a text file to see my texture zip file?
  2. Question to the knowledgable: What is the new directory structure of seasonal textures? Where do I put winter, spring tree textures..etc. I used to know in the old format. I am looking for the most user friendly way...
  3. I can fix the 2 sided thing fairly easily...the texture conversions are good too...
  4. Ok, I had to revert to a previous version of the plugins but I am back in business....Sent some test files to Diveplane and will allow him to select some good beta testers...
  5. I had to install an earlier version of DCS world to get CA to function properly. I will get the latest plugs to see if that helps...
  6. Looks like a little problem has surfaced: since CA is an earlier version than the current DCS world Build, my trees do not appear for some reason. I solved this before by using the latest build. Will have to wait for an update...
  7. Just got CA and I am checking and testing the LOS and collision boxes. The AI only sees a large bounding box for the tree models and drives around forest and tree lines...I can get them to shoot through openings though.. but not drive through them. The larger forests need to be done. There are 70+ .edm's to do, some with hundreds of trees in forest blocks...
  8. Interesting: Placing a collision box can block or allow line of sight engagements.. I can have collidible trees with Ai driving around the extents of the tree lines. The only control you have is whether the AI fire through trees or collision box blockes LOS.
  9. Actually the helicopters do fine navigating...I simply made the box extremly high and they flew into it... Helos won't go below 98 ft on routes...evasion is different when being shot at...they some times bob below it. Primarily it is ground vehicles that will reroute around the model while still being able to engage. It isn't actually too bad, but I was hoping I could get them to drive through in some instances. The collision box is not the only factor I am finding.
  10. I have helicopters crashing into my collision box...tanks go around but fire through..hmmm
  11. Ok just did that... looks like the units are driving around the collision box...good! Now to see if I can adjust it...
  12. To me this lends to the idea that the collision geometry is contained in the model file itself? example: a box with the type= "collision_shell" parameter placed inside the actual model to be rendered? I tried this, and it worked to block AI spotting each other, but Aircraft would not crash into it and ground units simply drove through it...
  13. I don't want to use the existing mesh as collision as it would confuse the AI vehicles...but I have few ideas to test what I might think will work...only If I can get collision working in game...
  14. I followed that...:) no go
  15. I followed luckybob's guide...I tried renaming the file and puting in shapes folder and exported the file to shapes as well, but no go... Collision can be designed to allow vehicles to operate as normal but be leathal to aircraft and helecopters...I want to get this working so as to fully test my theory... I have an idea:)
  16. Can I have those who are knowledgeable in collision modeling give a steped process as to the correct implantation? I am working to put collision on trees and am running into some confusion with the current guides that are out there.
  17. Question: How does one get collision working in game...I am attempting to get collide-able trees. I have the type="collision_shell" set in object properties right but the planes fly right through...
  18. DCS Tactical Terrain
  19. XFROG and C4D to render the tree models. Modeled the in game tree models out of planes in 3dmax...
  20. Yes I found that too, but what will export to that? .blk is not open for edit or use yet...Love the name :)
  21. Does any one know if the current grass at low level has a model name?
  22. I am remodeling the tree lines and forests for all seasons. I have eliminated symmetrical ugliness and added variety in the trees. Better blending of the trees for faster rigs (looks a lot better). Texture enhancements have been made to add depth and fullness ( tree lines are much more lush looking). Looking for testers soon... as I have a low end rig, FPS performance testing will be needed by a spectrum of systems.
  23. Actually there will be a couple of different options...Close to default spec. for performance, and muscle rig settings, for horse power. Everyone can get a piece...lol
×
×
  • Create New...