Jump to content

-Rudel-

3rd Party Developers
  • Posts

    1821
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by -Rudel-

  1. They were not meant to be apart of the kit. In any case, just take what you want to paint, desaturate it, and apply colors using multiply, or similar
  2. お久しぶり!上手!
  3. Temp Textures is located in the Bazar folder. ie:) x:\DCS World\Bazar\TempTextures and for the livery selector:
  4. I submitted a ticket for it, I'm glad they fixed it. Even the 21 looks better now
  5. As long as you don't sell it :)
  6. There are 2 ways around this. 1. Put the livery files in the Temp Texture folder. or 2. Use the menu to select the individual livery folder
  7. Reload the model
  8. It has been reported and we are working on a fix
  9. Player and AI tend to run on different arguments. Much like the AB flames. We'll look into it.
  10. In the voice of Dr. McCoy, "I'm a 2D/3D artist, not an audio engineer."
  11. It shouldn't. Everything I did has been on the external model.
  12. Look 2 posts above in the ED change-log thread. I have forgotten to commit art fixes in the 1.5.4 server for Update 5. https://forums.eagle.ru/showpost.php?p=2896279&postcount=32
  13. Both of these liveries are meant to show only 2 numbers. If you want 3 or more, edit the description.lua to this: Northeria -- Tac Number Nose {"MIG21BIS_SER_NOSE_0001", 0 ,"MiG21Bis_01_Dif",false}; {"MIG21BIS_SER_NOSE_0001", 1 ,"MiG21Bis_01_NMp",true}; {"MIG21BIS_SER_NOSE_0001", 2 ,"MiG21Bis_01_Spec",true}; -- {"MIG21BIS_SER_NOSE_0001", DECAL ,"empty_ser",true}; {"MIG21BIS_SER_NOSE_0001", DECAL ,"MiG21Bis_Ser_Nose",true}; {"MIG21BIS_SER_NOSE_0010", 0 ,"MiG21Bis_01_Dif",false}; {"MIG21BIS_SER_NOSE_0010", 1 ,"MiG21Bis_01_NMp",true}; {"MIG21BIS_SER_NOSE_0010", 2 ,"MiG21Bis_01_Spec",true}; -- {"MIG21BIS_SER_NOSE_0010", DECAL ,"empty_ser",true}; {"MIG21BIS_SER_NOSE_0010", DECAL ,"MiG21Bis_Ser_Nose",true}; {"MIG21BIS_SER_NOSE_0100", 0 ,"MiG21Bis_01_Dif",false}; {"MIG21BIS_SER_NOSE_0100", 1 ,"MiG21Bis_01_NMp",true}; {"MIG21BIS_SER_NOSE_0100", 2 ,"MiG21Bis_01_Spec",true}; -- {"MIG21BIS_SER_NOSE_0100", DECAL ,"empty_ser",true}; {"MIG21BIS_SER_NOSE_0100", DECAL ,"MiG21Bis_Ser_Nose",true}; {"MIG21BIS_SER_NOSE_1000", 0 ,"MiG21Bis_01_Dif",false}; {"MIG21BIS_SER_NOSE_1000", 1 ,"MiG21Bis_01_NMp",true}; {"MIG21BIS_SER_NOSE_1000", 2 ,"MiG21Bis_01_Spec",true}; -- {"MIG21BIS_SER_NOSE_1000", DECAL ,"empty_ser",true}; {"MIG21BIS_SER_NOSE_1000", DECAL ,"MiG21Bis_Ser_Nose",true}; Southeria - Tac Number Nose {"MIG21BIS_SER_NOSE_0001", 0 ,"MiG21Bis_01_Dif",false}; {"MIG21BIS_SER_NOSE_0001", 1 ,"MiG21Bis_01_NMp",true}; {"MIG21BIS_SER_NOSE_0001", 2 ,"MiG21Bis_01_Spec",true}; --{"MIG21BIS_SER_NOSE_0001", DECAL ,"empty_ser",true}; {"MIG21BIS_SER_NOSE_0001", DECAL ,"MiG21Bis_Ser_Red-Stencil",true}; {"MIG21BIS_SER_NOSE_0010", 0 ,"MiG21Bis_01_Dif",false}; {"MIG21BIS_SER_NOSE_0010", 1 ,"MiG21Bis_01_NMp",true}; {"MIG21BIS_SER_NOSE_0010", 2 ,"MiG21Bis_01_Spec",true}; -- {"MIG21BIS_SER_NOSE_0010", DECAL ,"empty_ser",true}; {"MIG21BIS_SER_NOSE_0010", DECAL ,"MiG21Bis_Ser_Red-Stencil",true}; {"MIG21BIS_SER_NOSE_0100", 0 ,"MiG21Bis_01_Dif",false}; {"MIG21BIS_SER_NOSE_0100", 1 ,"MiG21Bis_01_NMp",true}; {"MIG21BIS_SER_NOSE_0100", 2 ,"MiG21Bis_01_Spec",true}; -- {"MIG21BIS_SER_NOSE_0100", DECAL ,"empty_ser",true}; {"MIG21BIS_SER_NOSE_0100", DECAL ,"MiG21Bis_Ser_Red-Stencil",true}; {"MIG21BIS_SER_NOSE_1000", 0 ,"MiG21Bis_01_Dif",false}; {"MIG21BIS_SER_NOSE_1000", 1 ,"MiG21Bis_01_NMp",true}; {"MIG21BIS_SER_NOSE_1000", 2 ,"MiG21Bis_01_Spec",true}; -- {"MIG21BIS_SER_NOSE_1000", DECAL ,"empty_ser",true}; {"MIG21BIS_SER_NOSE_1000", DECAL ,"MiG21Bis_Ser_Red-Stencil",true};
  14. Just a few from me.. http://imgur.com/a/MfV0C
  15. Skate, this is where I had difficulty. The solution that worked for me is a bit time consuming though. 1. I made the cuts, but did not separate. 2. I applied a Normal modifier, selected all the normal and made them explicit. 3. Made 3 copies of the object. 4. (one object at a time) delete polies around the bort number section. --- 1st object delete bort number area. ---2nd object, delete all polies but 001 ---** 010 ---** 100 It's important not to detach the section, but delete the polies around them. For export, go to the settings and check/select "mark def off"
  16. This might be a wild solution, but try grouping it all together and applying a skin modifier with bones 1 and 2. drop bones 3 and 4
  17. Great start for Easter Island statues :D
  18. some are internal because they don't have complex animations and many separate objects; such as missiles, bombs, and buildings
  19. The white and light grey colors is what's messing it up. Remember, the whiter it is, the more reflection. That's why it turns red after the inversion. You'll need to find a way to rid of it. I suggest adding a multiply or overlay layer of a dark color such as olive drab. Flatten it, then do the steps above.
  20. Adding a dummy between non-skinned objects and regular ones should fixed the problem. Only the wing itself should have a skin, everything else a dummy between it
  21. Try using dummy boxes. Link the dummy to the wing and pylons to the dummy. You'll need to play with the dummy boxes to set things right. Bone animations can be finicky.
  22. That thread is pretty old and created during 1.1/1.2 days. But it does help some. I've become better at it and here's what you need to do. Drop the hue to 0. Then go into the channels. Select the green channel and invert it. Afterwards, go into the Levels and adjust the Blue channel as necessary.
  23. Is your monitor(s) G-Sync capable? If so, turn off V-Sync
  24. Yes :D It's still running too
×
×
  • Create New...