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Everything posted by Ghostrida9
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Thanks Drummer, Lods, yes lower poly models for different distances..got that. Ok, I think there's only one solution, I explain what i've done from the very beginning. 1. Start 3DS Max, go to Standard Premitives-> Box. create a simple Box 2: Go to ->Material Editor-> Assign a concrete.dds Texture to my Box 3. I go to EDM Tool and hit "Make cool", and leave as "default" 4. I create a second box (around the size of my first box) and Name it collision_shell 5.I go straight to the Object Properties of my collision_shell (Box) -> user defined and add: TYPE = "collision_shell" thats the only line inside my user defined panel, there's nothng else. 6. I go to the Green max button (top left) ->export ->export and save as an edm model 7. Then straight into DCSW Mission editor, place my Box, place my Truck on top of it... enter the game and find this.. NO COLLISION..no truck on top of the Box.. What did I have missed, where did i go wrong??:huh:
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Thanks so far Sniper. Yes sure I use DCS TOOL to export, the problem is not that the model is not shown inside DCSW, the problem me and DrummerNL have is that the collsion is not working. All the Models are showing up perfectly, but No working Collsion! We don't know what need to be written inside the User defined panel (3DS Max ) Can you be so kind and show us a screenshoot of your User Defined Panel (Object Properties Dialog) so we can see what you did and what you wrote to get the collsion finally working And can you explain what those green Circles are?? Thanks for your help... you bring us closer to solve this puzzle
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feel you Drummer, the problem with the crash is solved, but i got the same problem like you, DCS ignores the collision at all. When i try TYPE = collision_line i get an error message when exporting so i guess thats also not the right way to do it. My guess so far collision_shell or renderable/collision_shell via DCS MOD TOOLs is correct, but there's a argument number and they also represent different types of damage... arghh Honestly, can someone from @ED please help out or one from the official 3rd party developers, we only try to get a damn collsion model working to a simple static object, nothing fancy here.. :lookaround::crash:
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@DrummerNL yes i know that video, what made me switch it off was the fact that the guy in the video use a tool we don't have access to: Terrain Constructor. I might watch the video again, he only type collision_shell without this ";", maybe thats the reason. @NRG-Vampire are we talking about user defined in object properties?? Should i write: TYPE =collsiion_line or only: collsion_line or: (collsion_line) ??? honestly i can understand that it might be difficult to create a complex damage shell for an Aircraft..but buildings?? First off, let me ask some simple questions: 1: To have the collsion working i need to export the collision shell and the model in one edm file (like ED and like Virpil did it) so we got one edm file which is the model and collsion model (shell) correct? 2: do i need to write something inside the lua script about collision or the collsion shell?? I don't thing so, correct? 3: Do I need a Argument number for collsion?, I'm only talking static objects here, Building etc Thanks
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Ground and Building textures Mod thread
Ghostrida9 replied to Ghostrida9's topic in Utility/Program Mods for DCS World
@BlacleyCole converting grass to Desert land..uhm, You might turn grass off or to zero inside the options menu of DCS, maybe this will solve the problem that you don't see no grass anymore. I don't have the Persian Gulf map, but you might browse to the vfstextures or vfxtextures (forgot the name right now I'm not on my computer) and check if you can find that texture. Don't know if you can place the helipad over water.. seems to be a lua script thing but don't quote me on that. -
collision not working so far I guess the Saga continues. the collision is still not working with my "test box", the Aircraft roll straight through and no objects placed on top.. I decided to take some screens of my test box/settings. For clarification: the platelot1.lua screen is the lua of my test box edm, I was just to lazy to create a new model and the parkinglot need to be redone anyway. Also i've not assigned any material to my collosion shell Box, just modified it to a editable mesh. The Collision box is also not perfectly fitting the Box model but this should not be a problem so far. Here we go:
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edm export tool error/crash 3ds first off thanks @joey45 Lets get into this error thing.. It drive me nuts, we reinstalled 3ds 2016, cleared registry etc etc. I downloaded the latest version of the edm tool.. nothing changes. I can export a edm model as long as i don't have something written that make sense inside the user defined object properties. I can render as fbx or obj with the TYPE = collison_shell; line, but fail to export as edm this way. I even tryed to reimport the obj/fbx and export as edm.. crash:furious: Also my edm export toolbar looks weird, check the screens, no visible buttons, if i click on the field which supossed to be "Option dialog" result into a crash..same crash as when i try to export the collision_shell with the model.. :surrender: we talk about 3ds 2016 64bit win7 GTX670 G.card by the way.
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@joey45 thanks for your reply. I've tryed collsion_shell and also renderable collision shell. Both times 3ds max crashes when i try to export the "collsion Box" as edm. Of course it don't have a texture or material assigned to it, it's just a simple box not less not more.. also it seems like i don't need lods at all because my objects are low poly.. basic stuff for now. So i guess your way of exporting the Collsion Shell or whatever i should call it might be the way like ED or Virpil does it. If i understand you correctly the collsion shell is also part of the original edm model of the object, meaning that there's only one object (edm) which includes the original model and also the collision "data",so i can crash against it and also put stuff on top of the object inside the ME, Of course some models do have a "destroyed model" but thats a different story for now. All i can do is ask you if you can tell how you do it without the DCS MOD TOOLs, it would be great if you can explain it to me and to the public so we all can learn. If there's a video or something let me know but i found nothing..:helpsmilie::huh:
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A noob like me managed it to create a few static objects.. so far so good, everything worked out but.. no colliosion shell, no damage at all, the static objects are not recognized by DCSW. So i know i need to create a Damage model (Box). I make this public so hopefully a few newbies like me can learn some more about 3D modeling. Lets go. I've created my simple Damage Box, same size as my object of course, try to make it fit as best as possible, pretty familiar with that but, lets go to DCS MOD TOOLs First off, i can't find the correct argument number for Buildings? Also do i need to change TYPE to "collision_shell" or leave it as connector? Is there something else inside DCS MOD TOOLs that i need to change??:helpsmilie: 2: I need to export my "Collision Model (Box)" as an edm file after this step above is done, correct? 3: Do i need to write a lod file myself or does the program create one automatically? what i correct at this point? 4: Then there's this question about mods like Virpils Objects. He don't have lod files at all but collision and everything is working, does he have access to a tool that i don't know yet or a tool we don't have access too?? Also official ED models like simple buildings from DCS 1.5 don't have lod files too but everything is working of course.. what i've missed here? I might have plenty more questions but i should start somewhere.. Thanks for every answer in advance.. :smoke::holiday:
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Ground and Building textures Mod thread
Ghostrida9 replied to Ghostrida9's topic in Utility/Program Mods for DCS World
Light is working...one step at a time, now i gotta figure out how the models will be recognized by the Sim, cause right now i can roll through all my new objects.. i guess it got something to do with damage model.. :pilotfly: -
Thanks so far, the Video is pretty interesting, but do you have some other links how i can make a object "Shine" in the nightime/evening. I try to achieve something like this ..but still i don't know where to start. The Faceplate of my object is a plane object with a simple bmp.dds texture on it.. right now. Thanks
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Ground and Building textures Mod thread
Ghostrida9 replied to Ghostrida9's topic in Utility/Program Mods for DCS World
sure moltar was not ment in a negative way, glad you like it. I hope it pass multiplayer..i really hope -
Hi folks, a question to those expirienced modders. I've created my first 3D Object ever.. So far i'm happy with it but How Can i make the Front faceplate with the markings on "Shine", the Yellow part should shine and it would be great if it can "flood" a lil bit and effect the surrounding area. How can i do this?? Default and self_ilum are probably the wrong materials..:helpsmilie:
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Ground and Building textures Mod thread
Ghostrida9 replied to Ghostrida9's topic in Utility/Program Mods for DCS World
will try it with multiplayer real soon.. patience -
Ground and Building textures Mod thread
Ghostrida9 replied to Ghostrida9's topic in Utility/Program Mods for DCS World
Incoming News, since i got my hands on 3ds Max things changed.. i've created some new trees that do work in the latest version of DCSW without that insane transparency effect. I've created a few different rows so you can cover different areas. In the following screen you can see the speed trees in background, the trees at the Airfield are my Trees. It was a painfull work and my first 3d Models ever. Those trees don't take much space, a whole "Woodarea" is about 400kb, Textures about 4mb. Sure they don't have that much detail as speedtrees, but Speedtrees are at least a hundred times bigger and will sooner or later affect your performance My Second Object is the new "Taxiway" sign, I've used bumpmaps too. Enjoy :beer::flowers: -
:pilotfly::director:Actualy, it would be great if you one of you guys who're way way more familiar with all this stuff could do a simple tutorial youtube video of showing the correct settings, creatin a simple cube with a different texture on each side/face. Then how the texture should look like and how you import this simple cube into DCSW as a working static object. A second great video would be if someone could do a youtube tutorial video of creating a simple plane with a transparent alpha channel texture, png or tga.. like a tree on it, and how you get that to work into DCSW.. 2 Simple videos like that would help us noobs a looootttt really. Can someone make it happen? Later you guys could show how we do damage models to an object etc etc... I luv DCSW.. and it makes me a lil crazy cause i wanne start to see my 3D stuff inside DCSW
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@joey45 one of my friends is working with 3ds Max 2016, I've put my fxb model on a stick and the latest edm tools, what happen is, I can see the edm toolbar, i can click on about, but when i click on the first thing nothing happen and when i click on export 3ds max crashes? Anyway can still export as edm the normal way like you would export everything else. Main menu Top left green button etc.. I don't know if this is the right location to ask this but i need to ask cause otherwise i might go crazy. Is the edm toolbar necessary to export.. cause my problem is that, yes the model works in DCS. It's still to big but i'll find a way to reseize it but the textures not showing up inside the Modelviewer and inside DCS, just the material.. and first I wanne make sure that i don't need the edm export toolbar..or can this allready cause the error of not having the textures showing up?? Lets start somewhere, when i import bitmaps in 3ds max, and assign those textures, does it matter if they are jpg, bmp, tga.. and whatelse type of pictures or do i need to have dds files first that i load up into 3ds and assign the to my model?? then safe and export as edm? nd then put this into my mods folder (I know how lua's need to be writen and all that texture folder etc, allready created some working mods) Thanks guys and sorry for asking
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@joey45 yes it's all correct.. ok, wow.. it's working in the latest version DCS 2.5.2 but not working in 2.5.0.. damn it. It should be a taxiway sign but my sign is as big as at least 5 Aircraft Shelters..aahhh. Can I rescale it somehow.. maybe this causes 2.5.0 to crash
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Hi, DCS 2.5..freeze inside the ME when i try to load my model, as a test i created a simple cube with just materials on it, did the "make cool" thing and put it into my mods/Tech folder. DCS freeze when i load my model under structures Any idea? Is there something like a tutorial how to do this correctly.. I'm a newbie with a 30days Version of 3DS max 2014 Thanks
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A basic, UNOFFICIAL - Blender .edm Addon
Ghostrida9 replied to NickD's topic in 3D Modeling for DCS World
Thanks @DanielNL for clearing this up , I read a few pages but not the whole thread, i thought it was allready working.. yea 3D max.. even old versions like 2012 are damn exspensive AFAIK.. damn it. I hooked up with someone that got 3D max, but it's best to do it all yourself so you can work way faster.. -
A basic, UNOFFICIAL - Blender .edm Addon
Ghostrida9 replied to NickD's topic in 3D Modeling for DCS World
First and foremost, thanks for creating this addon.. unfortunately i got this error. My model have no annimation.. nothing, just my first model and static..:helpsmilie: -
Swiss Air Force Terrain Mod/Structures
Ghostrida9 replied to PSV_Tango's topic in Utility/Program Mods for DCS World
very veryyyy nice model... 3d max or blender? or something else.. maybe you can help me i got some trouble with blender and exporting 3ds/or obj models..it's my first day into the 3D World. Check my last post if you got time @PSV_Tango https://forums.eagle.ru/showthread.php?t=214257&page=4 -
Ground and Building textures Mod thread
Ghostrida9 replied to Ghostrida9's topic in Utility/Program Mods for DCS World
blder, 3ds, obj file I might be insane but i've started with blender today, i've never done 3d models before but i thought to start somewhere.. The problem so far is that the exported obj file or 3ds file will not include the texture, there's a mtl file but i tryed everything.. must have been done something wrong anyway. If some of you guys are familiar with blender, hit me up. Hawkeye60 can convert them to edm models.. Here's my first 3D model ever with a placeholder texture right now.. I want real taxiway signs thats why i've started to go into the 3d modeling world.. got headache now after learning blender the whole day..:sleep: -
Ground and Building textures Mod thread
Ghostrida9 replied to Ghostrida9's topic in Utility/Program Mods for DCS World
@walleye62 don't wanne burst your bubble, but it's impossible to do. -How should KI know that there is a new Airfield? -You got grass all across the map so you will see it growing through the "new" runway. -How should KI know that there's a taxiway, where to go, left right.. all this is coded. - if you would land it would be the same as landing in a field, you would explode right away. Yes it would be a dream to have a pack from ED called Airbase Builder, where you could build airfields, taxiways, choose between different Shelters and buildings, All western, russian style.. but I guess this will remain a dream. sorry mate