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Velvet Mark

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  1. Oh no really:/ Back to the drawing board with that then! Thanks for your reply:)
  2. Hi all, I'm nearly finished with my animations, exciting stuff! Landing gear, flaps, ailerons, leading edges, tail, cockpit (raise and invisibility) However I'm stuck on one and would love some help please - I cant get the weapon bay doors to open when I fire a missile/press the weapon release button. An Aim120 in this case. It just drops though the doors and ignites without Arg26 triggering. Ive set my pylons up in the aircraft Lua file, along these lines here pylon(7--pylon No, 2--internal weapon, 3--x, 0.5--y, 0--x., { use_full_connector_position=true, connector = "Pylon7", }, { { CLSID = "{C8E06185-7CD6-4C90-959F-044679E90751}" },--AIM-120Bnull I've added connectors within 3ds max, re named them to Pylon1, Pylon2 etc and then exported via EDM to the model viewer (I've not added any user defined object properties like you do with the bounding box. Do I need too?) I've read a few older threads which mention that the "2" in the pylon code should be enough to trigger Arg26, but it doesn't work for me, so maybe I'm doing it wrong. Also tried to look at CubanAces Su-57 and Grinnellis F-22, which both have the animation, but both of those look like they use a custom HOTAS setting in the their respective input.luas. Currently using the F15 SFM. Could this be the issue? I read leading edge slats won't work on the F15 either( Args 13/14?) Added a few pic of the aircraft Lua, the connectors within Max and Modelviewer. Thanks Mark nullnull
  3. Thanks again Razo+r. I was looking in the materials sectnullion for the glass, rather than the drop down. My TGA file wasnt right either. Redone in PS and it works!
  4. Hi DCS modders! I'm currently trying to teach myself DCS modding and 3DS Max. Having tons of fun following the Red Beard / Wunderluft guide. I cant get the glass material to work though:( I've modelled + UV mapped and unwrapped my model. I've set the basic materials to the various surfaces. The glass is transparent in 3DS Max, however my glass texture is 100% opaque in Modelviewer / ingame. I've made the material "Make Cool" and the various TGAs have been added to the temp textures folder. For the glass I made a 20% opacity blue TGA, added as a BITMAP to my materials. I've added pics of the 3DS view, the Model viewer view, and the materials nodes. <***I think it might be this bit I need help with? *** The pre-set materials I have are the standard ones in 3DS MAX 2020 student edition. The tutorials I've been following are all on slightly older versions and have a few different materials. I've been stuck a few times so far but managed to search my way out of it most times. This one I cant seem to work out! Any help is much appreciated:) Cheers Mark Glass1.tga
  5. Thanks! - that was the keyword I was looking for! Think it was due to how I was importing it. Switched to Faceted and it looks like it should.
  6. Hi all. Im trying to follow the beginners guide to making mods and upskill myself on all the various aspects. Having fun so far! The model Ive created in Zbrush (and imported into 3DS Max+ Exported to ModelViewer/DCS) has some sub division type curving on the edges, rather than hard edges. Any idea what's causing it? Added a couple of pics , one of the Zbrush Model, and one from the Model viewer. Its almost as if It has the "Default Shading" from Max applied to it and the parts look like the have been inflated It was made with quads mainly. The parts are currently un-creased. I can decimate to tris but I lose my ploygroups and the triangles are randomly spaced which doesn't look too UV friendly:/ Cheers Mark
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