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aussieboy

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Everything posted by aussieboy

  1. Judging by the image format name you mention I'd say you're using nvDXT texture tool? If so try using this program http://www.mwgfx.co.uk/programs/dxtbmp.htm it allows the editing of the alpha channel, great for specular highlights and has an option to save DXT1 - no alpha
  2. What colour is the alpha channel? It needs to be pure white not black at all. I generally save textures like that in DXT1 no alpha.
  3. It looks like the "9" is the ID# If you look in DCS World\Bazar\Liveries\mig-29s folder you'll notice the description files have different ID#. I can imagine you would need to add a new one by changing the highlighted text below. I would try naming your new skin files as mig-29-paint-def-10-l.bpm.dds mig-29-paint-def-10-r.bpm.dds livery = { } name = "`NAME OF SKIN HERE` paint scheme" id = 10 countries = { "UKR", } Drop your new skins texture in the WorldTexturesBMP.zip
  4. Some have reported not being able to fly the AH-1W. Please replace the AH-1W's entry.lua with the one attached below. Also, to prevent the AH-1W, UH-60A from tipping over when trying to take-off you need to change the collision shell in ah-1w.lods to match that of the Ka50. Example: Ah-1W - Change the red highlighted text to read ka-50-collision.edm model = { lods = { {"ah-1w.edm",100.000000}, {"ah-1w_lod1.edm",200.000000}, {"ah-1w_lod2.edm",500.000000}, {"ah-1w_lod3.edm",1000.000000}, {"ah-1w_lod4.edm",5000.000000}, {"ld_tec.edm",50000.000000}, }, collision_shell = "ah-1w-collision.edm", } Do the same for the file uh-60a.lods which will also prevent it from tipping and allows it to taxi.
  5. Here's the flyable US AI helo's for DCSW v1.2.4.12179: Included: AH-1W AH-64A AH-64D OH-58D CH-47D UH-60A Please read the readme.txt included in the .zip for installation instructions. For the AH-64A and D, and AH-1W you have a choice, I’ve included both the Pilot and Co-pilot’s views or you can use the standard Ka50 cockpit. Russian helo's to come within the next few days.
  6. To use the Ka50 pit in the Havoc you need to use the below co-ords in the mainpanel_init.lua. cockpit_local_point = {2.7, 0.8, 0.0} Also rotate the HUD down: rotation = math.rad(6.5) Below is screen of the Havoc with and without the Ka50 pit. You may want to tweak it a little for a better view. Note: Check the half invisible wiper blade in the first screen, that can be fixed by adjusting the Z_test - clip lanes settings.
  7. As a matter of fact I do. I also have the AH-1W, AH-64D, UH-60A, OH-58 and I have plans to do the Havoc
  8. I've tried heaps of things to fix that but with no joy, at present I'm trying to see if I can utilize the test_gear_state = x; or would that could be main_gear_status=??? Anyway I'll keep looking and see what I can find.
  9. Open file DCS World\Config\Weapons\aircraft_gun_mounts.lua Find the section gun_mount_templates["M_230"] = { gun = dbtype("wGun", { max_burst_length = 25, rates = {620}, recoil_coeff = 0.7*1.3, }); And replace it with gun_mount_templates["M_230"] = { gun = dbtype("wGun", { max_burst_length = 25, rates = {620,620}, recoil_coeff = 0.7*1.3, });
  10. Open DCS World\Mods\aircrafts\AH-64A\Cockpit\Scripts\mainpanel_init.lua Scroll down and find cockpit_local_point = {3.188, 0.39, 0.0} and replace with cockpit_local_point = {4.188, 0.40, 0.0} this is only relevant for people using the Ka50 cockpit.
  11. Hi, you should be able too. I don't fly online but you could take a look in the DCS World\Scripts\net folder and it's sub-folders You can open and edit .dlg files with notepad or the like.
  12. EDM Plugin appears to work fine in 3DS max 2012. My test worked and resulting object was visible in game.
  13. The LOD flicker is quite common in many games and it's a tuff nut to crack, it actually comes down to the individual end-users machine. The exact moment a LOD switches is different for different hardware configs and driver/hardware combos. Fixing it for one could very well create problems for another, oh the joy's of development :smilewink:
  14. Yes it is, I'm a developer so it's great for 3ds Max, et al.
  15. Hardware is: Vid Card: NVidia Quadro FX 4500 Driver version 9.18.13.783 driver Date: 31/01/2013 In game my AA is set to 8x which is the cards max. No additional AA used and set to use NVidia base display settings in NV Control panel. Everything is running as application controlled in that regard CPU: Dual Quad Core Xeon 2.0G, yes Dual Quads :megalol:
  16. It happens without mod's installed. Here's the su-25T The black textures have a tagged material mapped to it, which relates to something in runway model, that's what makes me think it's a DX thing. DX has a history of throwing up black textures when there's a problem somewhere.
  17. I have all the mod's expect the P-51 and Huey, although I was caught up in the payment issue with both FC3 and CA. It's been that way since 1.2.3 and I have tried all types of stuff to fix it, re-installed it twice and re-tested but all to no avail. My vid card seems to be a more probable cause or more so a DX related issue between the card and the game
  18. Two bugs to report, Bug 1: When HDR is enabled I get a black rectangle appear at each end of the runway. See screen attached in another post http://forums.eagle.ru/attachment.php?attachmentid=80975&d=1367923814 My system specs are Dual Quad Core Xeon's, NVidia Quadro FX 4500, Win7 x64 Bug 2. AH-64A has what I believe to be a mip map problem. See attached screen. Both bugs are visible from the exterior view too, I did fix it v1.2.3 but it's back again in v1.2.4
  19. I get a black rectangle appear at each end of the runways with HDR enabled, sometimes it's water but mostly the black. My system specs: Dual Quad core Xeon's and nVidia Quadro FX 4500
  20. LOL, lot's of folk from the land of OZ here, hi guy's from the Gold Coast
  21. here's copy of the AH-64A using my methods for making it flyable. I've also enabled the options dialog and supplied an optional mainpanel_init.lua for anyone wanting to use the AH's own model instead of the Ka50 as a cockpit background. You can take off normally, select load-outs in the ME and there's no double up of the helo in the ME list I don't fly online so I haven't tested it that area but it works fine for SP Readme included in the zip
  22. From what I've tried neither of the above methods work correctly so I'd like to ask if someone here would like to put their hand up and volunteer to try my version out.
  23. I have a couple of questions: 1: Can you take off using the above method 2: Do you see the weapon loads in the ME if using ApacheA
  24. It actually can't work that way, it must be done in a specific manor to operate as a proper player flyable. Stratos, if you're interested I can put together a package to send to you that will allow the AH-1W, Ah-64A and D, UH-60A, and Mi-24V to be fully player flyable, with semi clickable cockpits. My version uses the exterior model as main panel background, I've changed the options files too allowing access to each helo's options dialog in game for setting the trimmer mode or adding custom options if anyone is feeling adventurious.
  25. An interesting thing about FPS are they're governed by your monitors refresh rate, whatever the maximum refresh rate of the monitor is becomes the maximum you can use, anything FPS above that number is a waste and not used.
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