

spooks2k1
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Everything posted by spooks2k1
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I doubt they're still alive, probably in a rest home somewhere. :D
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How to add new statics objects
spooks2k1 replied to Colonel Mustache's topic in Utility/Program Mods for DCS World
Perfect! works a treat :thumbup: I added extra lines for the destruction, I'm not sure if these need a new index number, or classname. It seems to work ok without one. aaron, you is de man :D -
Can new buildings be added into the sim/editor?
spooks2k1 replied to Major SNAFU's topic in DCS Modding
I've just had a go at adding a building , rather than replacing one and I am totally lost. Could someone please go into just a little bit more detail on what I need to do to get this to work? I can't find a source for CLID's so really I'm on a no starter, Even if I did I can't work out what to with it :helpsmilie: I could just keep replacing them, but I would like to get this process down, it seems the proper way to do it. I have a new model called "flats.LOM". and a very confused look on my face :confused: -
What do you recommend is a good polycount for 16 tiles using ProOptimize ? I've had differing results from 25,000 to 12,000.
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Hmmm, It seems you just need to run the game it fixes the file, my oversight was I was just running assemblescenes.exe after opening structtable.sht & before running the game.
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I have something really strange going on with my structable.sht I was beavering away at some terrain making, I created a new building model and replaced the Terminal_1 model, I never touched the structable.sht. Everything worked fine, no problems at all. Then I thought i would try and add a new building model to the game rather than replace, so I opened up structable.sht in Notepad++ (using the default ANSI coding), changed my mind and closed it again. No edits, nothing, just opened and closed it. The next time I ran Assemblescenes I got a "parse error" message, so I replaced structable.sht with a backup and it fixed the problem. I can't understand why just opening and closing structable.sht can alter the file in any way. The only info I can find on this forum is here .. http://forums.eagle.ru/showthread.php?p=648229&highlight=structable#post648229 It's in russian but it seems he has a similar problem. What do you guys use to edit yours with ? I must have opened my backup by mistake and now that too is corrupted in some way. The only thing i can think of is my virus realtime scanning may be the culprit, but disabling it didn't solve the problem. I hope there's an easy fix, I don't fancy a full re-install. thanks
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Found a little trick to get smooth lake edges, well not really a trick, just expanding on the overlay method. Downside is you lose the noise texure, shame really it's a nice effect, it seems overlays have to use the regular _after material for them to display in game. It means the underlying lake shape can be very basic, less chance for errors, only I can't get it to take noise.
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http://www.mediafire.com/?4xs0dwmy1pn075v
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Well production has halted again, I can't figure this one out, I've spent over an hour trying everything and it won't go away. Does anyone know what this might refer to ? thanks
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Do you guys use multi-sub objects on your buildings ? I'm not sure if it's good practice or not, it seems to work ok.
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Check out the Wiki Particularly Slicing Imagery GM Don't worry about the X and Y axis, just input the X axis measurement in both the X and Y, GlobalMapper uses the smaller of the two axis if "Use Square Pixels" in checked. or you can use Photoshop, but there's a lot more work involved. One step forward, 2 steps back I'm actually making pretty good progress now, except for the altitude issue.
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Thanks aap_flanker +1 rep for your efforts. On it's own the effect is too much for the vehicles as the smoke doesn't dissipate and trail behind the vehicles. Maybe this has something to do with the ground speed of the vehicle? spooks
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After following all the information on the Wiki, when I start a flight at ground level, my altitude is +4000m How do I fix this ? Moving pivots and mesh placement seems to make things even worse. thanks
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@59th Ducky Too many border errors to fix with the template method, better to use one single plane mesh and split it after displacing and optimizing. No border errors then. @aaron886 I have the export errors worked out, also I've almost figured out the altitude problem. A couple more tests and I think I'm there :smilewink: Don't give up dude :joystick:
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@aaron886 are you still on with this ? What was the error message ? or rather what is the error message ?
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I was afraid you'd say that :cry:
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Whoa there cowboy, I'm having enough trouble with 16 pieces :blink: You fix the border errors with a script ? or just the UVW's There are a lot of gaps on all the borders using "Protect Borders" Protect Borders = Better optimization, but ruins the borders, sort of the opposite to what it says.
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Cool, this is much better optimization, the only thing is do you protect or exclude borders ? Is this what you mean by Mesh Errors using Protect Borders ? There's quite a big difference in poly count with the two methods.
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@ 59th Ducky What method do you use to transfer you mesh between Max 2010 and Max 2008?3ds or FBX ?
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Cool , good to know,I hadn't noticed, Yup it's bad and and gets worse over the rest of the terrain. I did try Polygon Cruncher in max 2008 but, it destroyed the edges, no good at all. I have Max 11, I'll run it though that when I have this lake building shenanigans sorted out. thanks
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One thing I have noticed, If you remove the edges from the center of your lake, then cut a grid, it gives the edges somewhere to go when you convert to patch. Less errors and less overlapping faces. Sort of training the edges, where to go. Granted this is a huge lake, with lots of edges, lots of potential for errors.
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Well it's our friend the dreaded boolean that's causing all the problems, but we knew that already. xView just rubs it in and highlights the problems. xView maybe useful for seeing the errors that refuse to be fixed when you get the "Singular Verex" error.? So it's not UVW's, the flipped UV's are a result of the bad vertices and edges, fix the verts and edges and the UV's look after themselves. I don't know, this process causes so many errors it's ridiculous, what makes it worse is there is no definition of and/or a solution to the errors. There seems to be no easy fix. What might work is the Antstitcher script, in theory you could create the lake and terrain meshes independently, then join them using that script. No need for boolean at all. I dunno, I have a feeling it might work. There's also StitchScape import into Unity, Stitch and export maybe ? Not tried it. Trust me to pick the biggest bloody lake in Afghanistan to work on :doh:
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Dude do me a favour and try something out, I might be on to something here Do you have Max 2011 ? If not download the demo and open your scene. There's a tool in there called xView, it's in the view's menu. set it to Flipped UVW's I applied an Unwrap UVW modifier in max 2008, and it went nuts, all kinds of funky things started to happen, I selected the face that was giving the singular triangle error and it threw up a system exception, wierd. So i fired up max 2011, loaded the scene, selected xView switched the mode to highlight flipped UVW's, guess which face was highlighted in green ? The very same face that was giving the singular triangle error in max 2008. Maybe this has nothing to do with triangles, to look at there is nothing wrong with the mesh, but it keeps throwing up the error. I'm sure this has something to do with UVW's, the fact that you delete or weld vert's might actually be inadvertantly fixing the flipped UVW's by taking away the face. Try it and tell me what you see. :geek: Question is why are the UVW's getting flipped ? The plot thickens, dum dum dummmmmmmmm :police:
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Well I'm retiring defeated again tonight, If i knew what a singular triangle was, I might have a chance to fix it. This is a retarded plug-in, I must have been lucky yesterday, 3 hours trying to fix errors, what a complete waste of time. It wouldn't surprise me if the plug-in was deliberately coded to make fixing these errors near impossible, kinda stinks really. The only other workaround i can think of is making a very low poly lake and hiding the edges with a smooth rounded overlay, anything to avoid this moronic error checking. :blink: