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Morkva_55

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Everything posted by Morkva_55

  1. Mod updated.11.December.2018 - BugFix update - Metis 9K115 missile flightpath corrected, now an AI unit can succefully destroy enemy targets - Reaction time decreased
  2. I'm tryiyng some usefull calls and it's works.. rwr = {} for i = 1,maxcontacts do rwr[i] = { power_h = get_param_handle("RWR_CONTACT_0" .. i .. "_POWER"), signal_h = get_param_handle("RWR_CONTACT_0" .. i .. "_SIGNAL"), elevation_h = get_param_handle("RWR_CONTACT_0" .. i .. "_ELEVATION"), azimuth_h = get_param_handle("RWR_CONTACT_0" .. i .. "_AZIMUTH"), unit_type_h = get_param_handle("RWR_CONTACT_0" .. i .. "_UNIT_TYPE"), gen_type_h = get_param_handle("RWR_CONTACT_0" .. i .. "_GENERAL_TYPE"), priority_h = get_param_handle("RWR_CONTACT_0" .. i .. "_PRIORITY"), } endSo the question is only in the implementation of the sensor model...
  3. Thank you very much for evaluating my work! This is very important for me.
  4. Mod updated. 02.December.2018 Mod updated. 02.December.2018 - Fix compatibility for DCS World 2.5.3 - Material corrections for PBR render - json files for edm materials added - Russian strings for ME translated - Obsolete sound mountings removed - Lua files decompiled for easy mod correction
  5. Погрусти еще немного...
  6. Cubanace is "cubanaced", figuratively speaking... So many words and hypes and none of your projects was completed. :thumbup: Adieu!
  7. F/A-18C EFM has a much greater Cx value for flaps (compared with the mod), the thrust drops significantly faster and all of this coupled with a non-working (yet) ATC system... So it's not surprising what you have to learn some things again... Anyway - you are the best! :thumbup: I wish you good luck and hope that I can do something useful for you again!
  8. На Кавказе наблюдаю фризы, возможно виноват мой калькулятор (i7 4770K / GTX 970 / 32Gb@1866)... Потребление ОЗУ > 11 Гб, видео памяти > 10 Гб. Придется завязывать с высокими настройками графики. ICS_Vortex ОГРОМНОЕ СПАСИБО ЗА ВИДЕО! :thumbup:
  9. Есть первая посадка! Вот только с катапультой пока не разобрался, пришлось делать разбег от тросов...
  10. Но очень низэээнько... :megalol: P.S. Проба )) ))
  11. Any object (ship, plane, vehicle) can be assigned to any country by adding one line in the lua: GT.Countries = {"USA","SPN","ITA",}; add_surface_unit(GT)All of the above applies to mods located in the user profile (saved games).
  12. This action is required for user-made shapes only. All ED models (from Bazar/Shapes folder) will be loaded without any additional calls.
  13. Instead of number, you can use the shape name directly: ejection_seat_name = "pilot_f15_00_seat.edm", -- ACES II pilot_name = "pilot_f15_00.edm", -- F-15 pilot drop_parachute_name = "pilot_f15_parachute.edm"
  14. Символические ссылки никто не отменял.
  15. Mod updated. 20.February.2018 - Fix compatibility for DCS World 2.5.0 !!! Press "C" for AT unit stabilization before open fire !!!
  16. Ага, невозможно. Нужно написать свое устройство на lua, примеры на форуме есть. Используется 7 аргумент, но параметры анимации задаются посредством устройства. Я реализовал два режима Авт/Руч, управлять можно задав ось, или клавиатурными командами.
  17. Не прошло и года, хотя прошел все-таки... ) код подсветки для Су-25Т/A-10A/Су-27 - 1113
  18. OK, let's briefly clarify some things... Conditionally, the process of modeling the visual aircraft damage can be represented as the following stages: 1. Сutting models shape into parts in accordance with the planned damage zones. In EDM file format, instead of the so-called "wrappers", the texture damage is indicated by mixing damage testure with the diffuse texture of the model. 2. Creating a texture of damage. The texture of the damage is a image 1024x1024 or 2048x2048 with a picture of a different kind of damage. The texture is saved in .dds DX1 format without Alfa-channel and named: xxx_damage_main.dds Damage map , instead of the alpha channel texture, is created in a separate file: xxx_damage_main_map.dds In addition, not one map is used at least four. Each of the maps indicates the display of damage, Characteristic for one of the gradations of severity of demage. Respectively, the use of four maps gives us an opportunity to aggravate in the simulator the severity of the damage consistently, in four stages, from the minor bullet holes and fragmentation to the most serious ruptures of the aircraft skin. Also, one of the important advantages that the EDM format gives us, is the ability to model a real geometric holes. So, if the brightness value of the map about 80% - the corresponding area of the damage texture is displayed. When the brightness value about 100% - then a hole displayed on the model shape. After creating maps for all gradations of damage, you need to pack them in the so-called "volume" texture in * .dds format. It is possible to do this in Gimp or Photoshop with installed DDS plugins. Important! The damage map is referred to as: / texture name damage / _map. For example, if the texture of damage named: f18_damage_main.dds Then the map of damage should have a name: f18_damage_main_map.dds 3. Mapping the base shape model for applying the texture damage. Mapping for the damage texture should be in the 3-d texture channel! The damage texture is placed in the 4th layer of the composite texture. Damage map is used automatically by the game engine and it is not necessary to assign it anywhere in 3D Max. Again,UV-animation not needed for this! It is enough to place it in the archive with the rest of the aircraft textures. The structure of the material with the main applied textures is shown in the figure. 4. Assigning arguments the the selected part of the model. To assign an argument to enable damage, it is sufficient in 3D max, open [Object Properties -> User Defined Tab] for the desired element/sape of the model and enter the following line: DAMAGE_ARGUMENT = argument number; For example, for the console of the right wing: DAMAGE_ARGUMENT = 213; P.S. I think it's worth moving this post to the main thread of modding discussion: Beginners Guide to DCS World Aircraft Mods
  19. Конечно будет, как и 4K в PIMAX 4K UHD :doh:
  20. Все верно. Это грабли конечно, нужен новый эффект.
  21. Кастомные внешние эффекты прекрасно работают через lua... :music_whistling: С шейдерными эффектами их не сравнить, но если достаточно подз... потрудиться - можно за счет uv-анимации и слоев создать вполне достоверный эффект. У меня не совсем получилось, но и смотреть нужно в динамике. Пока борюсь с PBR и новым рендером.
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