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Astoxos

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About Astoxos

  • Birthday 06/17/1972

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  • Flight Simulators
    DCS World
  • Location
    Athens, Hellas
  • Interests
    3d modeling, aviation

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  1. Hi, i work with Blender and the fbx addon exports the model properly with the UVs, i have try only with multi/sub objects-standard materials and works, i don't have try to export the model with animation or with constraints. Here is the link with the options that the addon offers : http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX
  2. We plan to include it, with the MEKO 200, in the next update of Hellenic Air Force mod.http://forums.eagle.ru/showpost.php?p=2512848&postcount=40
  3. This is the MEKO 200 Hydra Class Frigate, the model was built in Blender and counts 137,000 triangles, in the future will be integrated in the Hellenic Airforce Mod along with the Roussen Class FAC .
  4. I change the names as you suggested but it didn't help. Maybe the orthological import of a model is the key, so i will try to import the model as a new module via the folder Mods/tech..i can't think something else to do for the moment.
  5. I had already made this, because i was serching for the position of the Rocket_points and the local axis of them. No, i give different names to the areas in the collision model. I will try your suggestion.
  6. I hope not, this point connector on each launcher must play a role.
  7. Thanks for your response, Yes it is, but it's not replace the ticonderoga.lua the Roussen is imported as a new model. Here is the Log files https://docs.google.com/file/d/0B-ohjs2nh2Z9STRHOUhHZGJpNWc/edit?usp=sharing
  8. Hello everybody, i am working on this model and i have hit a wall with the SS missile, i am not trying to integrate the exocet yet and i am using the same code from the ticonderoga.lua trying to launch AGM-84. In 3ds max i made the same points as i have see in the model viewer and for the visibility of the launcher caps i have use the same arguments. For the moment i don't have made a separate folder for the mode, the Roussen.lua it's lives in the navy\blue and the only one lua that i have edited is the db_countries.lua. In the game the ship don't launch the missile and the caps stay visible, in the same mission tico made the launch in the first 22sec (visibility animation works perfect in model viewer). This is the code from the Roussen.lua and a photo inside from max, any help would be appreciated. John -- FAC Roussen Class -- mount_vfs_model_path (current_mod_pat.."/shapes") -- mount_vfs_liveries_path (current_mod_path.."/Liveries") -- mount_vfs_texture_path (currnet_mod_path.."/textures/") GT = {}; GT_t.ws = 0; set_recursive_metatable(GT, GT_t.generic_ship) GT.visual = {} GT.visual.shape = "Roussen" GT.visual.shape_dstr = "" GT.animation_arguments.radar1_rotation = 11; -- �������� ������ 1 GT.radar1_period = 3; GT.animation_arguments.radar2_rotation = -1; -- �������� ������ 2 ����������� GT.animation_arguments.radar3_rotation = -1; -- �������� ������ 3 ����������� GT.animation_arguments.luna_lights = -1; GT.life = 1200; GT.mass = 455000; GT.max_velocity = 18.52 GT.race_velocity = 18.52 GT.economy_velocity = 7.20222 GT.economy_distance = 3.0558e+006 GT.race_distance = 740800 GT.shipLength = 62 GT.Width = 9.5 GT.Height = 21.5 GT.Length = 62 GT.DeckLevel = 3.5 GT.X_nose = 26.889 -- �� ������ ���� � ������ ��� ������ ������ �� ���� GT.X_tail = -30.789 -- �� ������ ��� ���� ����� ���� ������������ �� ������� ��� ������ GT.Tail_Width = 9 -- �� ������ ��� �������� ��� ������ (��������� ��� �� ��������� ���) GT.Gamma_max = 0.35 GT.Om = 0.05 GT.speedup = 1.01899 GT.R_min = 345.6 GT.distFindObstacles = 568.4 --GT.numParking = 0 --GT.Plane_Num_ = 0 --GT.Helicopter_Num_ = 0 GT.airWeaponDist = 100000 GT.airFindDist = 150000 GT.DM = { { area_name = "BOW", area_arg = 97, area_life = 60, area_fire = { pos = {20.877, 4.0, 0.0}, size = 0.8}}, -- (x, z, y) Right hull front -1 an0.99 normal, frame 100 damage TGA { area_name = "SUPERSTR", area_arg = 80, area_life = 300, area_fire = { pos = {4.0, 6.70, 0.0}, size = 0.8}}, -- Right hull middle -1 an0.99 normal, frame 100 damage TGA { area_name = "STERN", area_arg = 84, area_life = 60, area_fire = { pos = {-26.88, 3.1, 0.0}, size = 0.8}}, -- Right hull back -1 an0.99 normal, frame 100 damage TGA { area_name = "EXOCET_LAU", area_arg = 81, area_life = 80, area_fire = { pos = {-13.76, 4.0, 0.0}, size = 0.8}}, { area_name = "ENGINE_ROOM", area_arg = 82, area_life = 200, area_fire = { pos = {-19.32, 4.0, 0.0}, size = 1.5}}, -- { area_name = "NOSE_L", area_arg = 73, area_life = 110, area_fire = { pos = {50.0, 4.0, -5.0}, size = 0.8}}, -- Left hull front -1 an0.99 normal, frame 100 damage TGA -- { area_name = "BORT_L", area_arg = 74, area_life = 110, area_fire = { pos = {0.0, 2.0, -8.0}, size = 0.8}}, -- Left hull middle -1 an0.99 normal, frame 100 damage TGA -- { area_name = "KORMA_L", area_arg = 75, area_life = 110, area_fire = { pos = {-70.0, 2.0, -7.7}, size = 0.8}}, -- Left hull back -1 an0.99 normal, frame 100 damage TGA -- { area_name = "NOSE_TOP", area_arg = 76, area_life = 80, area_fire = { pos = {41.5, 7.5, 0.0}, size = 0.5}}, -- Nose launchers hutch between -1 and 0,999 normal,frame 100 damage -- { area_name = "RUBKA_TOP", area_arg = 77, area_life = 100,}, -- Pilonas negative for hide,between 0 and 0,999 normal,frame 100 damage -- { area_name = "HP", area_arg = 78, area_life = 80, area_fire = { pos = {-44.0, 9.6, 0.0}, size = 0.5}}, -- Helipad negative for day,between 0 and 0,499 lights,o,5 damage -- Argument 69 ship lights -- { area_name = "KORMA_BACK", area_arg = 79, area_life = 110, area_fire = { pos = {-85.7, 2.0, 0.0}, size = 0.5}}, -- Hull back -1 an0.99 normal, frame 100 damage TGA -- { area_name = "KABINA", area_arg = 80, area_life = 220, area_fire = { pos = {29.0, 15.0, 0.0}, size = 1.5}}, -- Bridge negative for hide,between 0 and 0,999 normal,frame 100 damage -- { area_name = "BORT_TOP_Back", area_arg = 81, area_life = 80, area_fire = { pos = {-62.5, 7.0, 0.0}, size = 0.5}}, -- Middle deck back over launchers hutch between -1 and 0,999 normal,frame 100 damage -- { area_name = "NADSTROYKA", area_arg = 82, area_life = 220, area_fire = { pos = {-23.0, 12.0, 0.0}, size = 1.5}}, -- Rear superstracture negative for hide,between 0 and 0,999 normal,frame 100 damage -- { area_name = "SUPERSTRUCTURE_Mid", area_arg = 83, area_life = 320, area_fire = { pos = {6.0, 8.0, 0.0}, size = 1.5}}, -- Middle superstracture negative for hide,between 0 and 0,999 normal,frame 100 damage -- { area_name = "KORMA_TOP", area_arg = 84, area_life = 40, area_fire = { pos = {-80.5, 4.2, 0.0}, size = 1.0}}, -- Stern deck with harpoons launchers negative for hide,between 0 and 0,999 normal,frame 100 damage -- { area_name = "TOWER_NOSE", area_arg = 97, area_life = 60, area_fire = { pos = {53.0, 9.0, 0.0}, size = 0.5}}, -- Bow Arti negative for hide,between 0 and 0,999 normal,frame 100 damage -- { area_name = "TOWER_KORMA", area_arg = 98, area_life = 60, area_fire = { pos = {-73.5, 5.5, 0.0}, size = 0.5}}, -- Stern Arti negative for hide,between 0 and 0,999 normal,frame 100 damage -- { area_name = "ZA_R", area_arg = 99, area_life = 27, area_fire = { pos = {3.7, 17.15, 6.25}, size = 0.5}}, -- Right Phalanx negative for hide,between 0 and 0,999 normal,frame 100 damage -- { area_name = "ZA_L", area_arg = 100, area_life = 27, area_fire = { pos = {3.7, 17.15, -6.25}, size = 0.5}}, -- Left Phalanx negative for hide,between 0 and 0,999 normal,frame 100 damage } -- weapon systems GT.WS = {} local ws; GT.WS.maxTargetDetectionRange = 450000; GT.WS.radar_type = 102 -- 76mm ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_AK176 ) GT.WS[ws].area = 'BOW' GT.WS[ws].center = 'Dummy_TOWER_76mm_CENTER' GT.WS[ws].drawArgument1 = 0 GT.WS[ws].drawArgument2 = 1 GT.WS[ws].angles[1][1] = math.rad(140); GT.WS[ws].angles[1][2] = math.rad(-140); GT.WS[ws].LN[1].BR[1].connector_name = 'Point_76mm' GT.WS[ws].LN[1].BR[1].recoilArgument = 33; GT.WS[ws].LN[1].BR[1].recoilTime = 0.2; -- 30mm LEFT ws = GT_t.inc_ws(); GT.WS[ws] = {} GT.WS[ws].area = 'SUPERSTR' GT.WS[ws].center = 'CENTER_L_30mm' GT.WS[ws].drawArgument1 = 13 GT.WS[ws].drawArgument2 = 14 GT.WS[ws].angles = { {math.rad(-135), math.rad(45), math.rad(-5), math.rad(85)}, }; GT.WS[ws].reference_angle_Y = math.rad(-180); --__LN = add_launcher(GT.WS[ws], GT_t.LN_t.automatic_gun_30mm_melara); __LN = add_launcher(GT.WS[ws], GT_t.LN_t.automatic_gun_25mm); __LN.BR[1].connector_name = 'Point_L_30mm' __LN.fireAnimationArgument = 120; -- 30mm RIGHT ws = GT_t.inc_ws(); GT.WS[ws] = {} GT.WS[ws].area = 'SUPERSTR' GT.WS[ws].center = 'CENTER_R_30mm' GT.WS[ws].drawArgument1 = 15 GT.WS[ws].drawArgument2 = 16 GT.WS[ws].angles = { {math.rad(-45), math.rad(135), math.rad(-15), math.rad(85)}, }; GT.WS[ws].reference_angle_Y = math.rad(180); --__LN = add_launcher(GT.WS[ws], GT_t.LN_t.automatic_gun_30mm_melara); __LN = add_launcher(GT.WS[ws], GT_t.LN_t.automatic_gun_25mm); __LN.BR[1].connector_name = 'Point_R_30mm' __LN.fireAnimationArgument = 121; -- Bridge RIGHT Machinegun MG3 ws = GT_t.inc_ws(); GT.WS[ws] = {} GT.WS[ws].area = 'SUPERSTR' GT.WS[ws].center = 'CENTER_MG3_R' GT.WS[ws].drawArgument1 = 49 GT.WS[ws].drawArgument2 = 50 GT.WS[ws].angles = { {math.rad(-5), math.rad(-175), math.rad(-45), math.rad(90)}, }; GT.WS[ws].reference_angle_Y = math.rad(-90); __LN = add_launcher(GT.WS[ws], GT_t.LN_t.machinegun_MG3); --__LN = add_launcher(GT.WS[ws], GT_t.LN_t.machinegun_MG3_roussen); __LN.BR[1].connector_name = 'POINT_GUN_07' __LN.fireAnimationArgument = 125; -- Bidge LEFT Machinegun MG3 ws = GT_t.inc_ws(); GT.WS[ws] = {} GT.WS[ws].area = 'SUPERSTR' GT.WS[ws].center = 'CENTER_MG3_L' GT.WS[ws].drawArgument1 = 51 GT.WS[ws].drawArgument2 = 52 GT.WS[ws].angles = { {math.rad(175), math.rad(5), math.rad(-45), math.rad(90)}, }; GT.WS[ws].reference_angle_Y = math.rad(90); __LN = add_launcher(GT.WS[ws], GT_t.LN_t.machinegun_MG3); --__LN = add_launcher(GT.WS[ws], GT_t.LN_t.machinegun_MG3_roussen); __LN.BR[1].connector_name = 'POINT_GUN_06' __LN.fireAnimationArgument = 124; -- EXOCET ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_HARPOON ) GT.WS[ws].area = 'EXOCET_LAU'; GT.WS[ws].pos = {-14.594,7.002,0.0} GT.WS[ws].angles[1][1] = math.rad(180); GT.WS[ws].angles[1][2] = math.rad(0); GT.WS[ws].LN[1].PL[1].ammo_capacity = 4; GT.WS[ws].LN[1].BR = { {connector_name = 'Rocket_Point_123', drawArgument = 153}, {connector_name = 'Rocket_Point_124', drawArgument = 154}, {connector_name = 'Rocket_Point_125', drawArgument = 155}, {connector_name = 'Rocket_Point_126', drawArgument = 156}, } ws = GT_t.inc_ws(); GT.WS[ws] = {} set_recursive_metatable(GT.WS[ws], GT_t.WS_t.ship_HARPOON ) GT.WS[ws].area = 'EXOCET_LAU'; GT.WS[ws].pos = {-15.594,7.002,0.0} GT.WS[ws].angles[1][1] = math.rad(0); GT.WS[ws].angles[1][2] = math.rad(-180); GT.WS[ws].LN[1].PL[1].ammo_capacity = 4; GT.WS[ws].LN[1].BR = { {connector_name = 'Rocket_Point_127', drawArgument = 157}, {connector_name = 'Rocket_Point_128', drawArgument = 158}, {connector_name = 'Rocket_Point_129', drawArgument = 159}, {connector_name = 'Rocket_Point_130', drawArgument = 160}, } GT.Name = "ROUSSEN" GT.DisplayName = _("P-67 ROUSSEN") GT.Rate = 4000 GT.Sensors = { OPTIC = {"long-range naval optics", "long-range naval LLTV", "long-range naval FLIR",}, RADAR = { "Patriot str", "ticonderoga search radar", } }; GT.DetectionRange = GT.airFindDist; GT.ThreatRange = GT.airWeaponDist; GT.Singleton ="no"; GT.mapclasskey = "P0091000067"; GT.attribute = {wsType_Navy,wsType_Ship,wsType_ArmedShip,TICONDEROGA, "Cruisers", "RADAR_BAND1_FOR_ARM", "DetectionByAWACS", }; GT.Categories = { {name = "Armed Ship"}, --{name = "HelicopterCarrier"} };
  9. Hi Hitpoint thanks for your comment , i use the default EDs 76mm naval cannon who has embedded the smoke effect. I saw a video with the cannon firing and certainly you're right but if the ship is in movement the smoke effect is not that strong in the game.
  10. I just finished the animations of the MG3 machine guns, 30mm guns and the 76mm cannon. All guns firing in their zone of surveillance and the traverse angles are limited due to the superstracture of the ship. A small demo video, nothing fancy.
  11. Hi all, because of my limited knowledge in programming, the introduction of the model in the simulator proceeds slowly. Unlike in 3d the work go faster, here is the LODs of the model.
  12. As far as I can see the next few days will be experimenting with the scripts trying to figure it out. I hope that in the next post I can present the missile craft in action, before that moment those are the missiles available for the ship: Exocet MM40 block 2.......1574 triangles Exocet MM40 block 3.......2800 triangles RIM-116...........................2150 triangles I made these models the last week and forgot to put it to the first post. The fins on all models folded as in reality, to fit them into the launcer.
  13. I manage to paint something today. Eventually it took two textures of 512x512, one TGA for the planes of the hull/deck and a BMP for the damaged objects above the deck.
  14. Thanks Kuky, about the integration of the model in the game the only way i think is by distribute as a freeware mode for DCS world. I don't own a 3dsMAX licence, i am using the student version and if i have understand correctly the licence it's not possible even to donate the model to a commercial game. Ok back to the model now, the damage model is ready and it's adds 14.000 triangles to the original model, ι have not painted yet. I made the DM model looking in modelviewer and copying somehow the way that ED made the dm model of ticonderoga and now i'm trying to figure out the GT.DM function in ticonderoga.lua ( i don't know programming), read first and ask later,for the next days i will searching the forum
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