Jump to content

Fudge

Members
  • Posts

    108
  • Joined

  • Last visited

Everything posted by Fudge

  1. Here we go, it isn't much, just a concrete wall, but you seem excited by it :) http://www.mediafire.com/download/j6a7f48dbnqzlab/FudgesFortifications.zip There is a readme in there, but extract the folder to your mods folder. The wall is under ground units - fortification Because it is a unit it has a label, so I'd suggest flying without labels on, at least when you are near the walls. The origin point of the walls in on the end, should make connecting them slightly easier, but it is still trial and error unfortunately. I may upload it to the DCS files page once I've created enough objects, currently it is just the one...
  2. Yes I've created the concrete wall in the screenshot. A few things are not working as intended. For instance they are currently added in as a unit that can not move, so not ideal, but they are in mod folder format. I could clean up the mod folder and upload it as it is for now. Only problem with that is if I discover how to set the wall as a structure, you would need to add them all again in your missions.
  3. Thank you very much. Those are the threads I've currently been going though. I seem unable to download your gun in the zip file, Skydrive is complaining about unable to scan for virus. Would be great if you can find your static building template, would be ideal.
  4. I could model, unwrap, do a basic texture, export as EDM format. I should be able to work out the LOD's as well, they seem simple enough. My only trouble is getting them into the game nicely. I've not fully worked out the mod folder system yet for adding Structures. If you can get the dimensions you are after I could probably get the model all sorted by the end of the weekend. Just the mod folder issue (not a biggy).
  5. I get no errors, using version 1.2.7.18823 stand alone, downloaded it earlier this month.
  6. Hello, I've been able to open up your box in max, it exported fine to EDM format. (didn't adjust anything, just straight to export) I threw the texture into; C:\Program Files (x86)\edModelViewer\Bazar\TempTextures and in the model viewer it is blue. If I delete the texture, get the usual orange. So seems to work here.
  7. I've got a 3D model of a building and currently have managed to get it in game using the old method (editing the data base entries and such), however I would like to be able to add the structures through the mod folder system if possible. Currently I've got the mod folder to load, with the icons and backgrounds, and using some code from the forum I'm able to add in my house as a unit, I would like to know how to add it as a structure, and then add in other models using the same set up. Currently in entry.lua I've got an edited CA entry declare_plugin("Britain 1940 by Fudge", { image = "CA.bmp", installed = true, -- if false that will be place holder , or advertising dirName = current_mod_path, version = "0.1", binaries = { }, fileMenuName = _("Britain"), update_id = "CA", version = "1.2.6", state = "installed", info = _("A collection of structures to populate the English county side. 1940"), InputProfiles = { }, Skins = { { name = _("Britain 1940"), dir = "Skins/1" }, }, Options = { { name = _("Britain 1940"), nameId = "Britain 1940", dir = "Options", }, }, }) -------------------------------------------------------------------- --dofile(current_mod_path../'loadex.lua') dofile(current_mod_path..'/buildings.lua') plugin_done() This then loads buildings.lua --mounting 3d model paths and texture paths mount_vfs_model_path (current_mod_path.."/Shapes") --mount_vfs_liveries_path (current_mod_path.."/Liveries") mount_vfs_texture_path (current_mod_path.."/Textures") GT = {}; set_recursive_metatable(GT, GT_t.generic_stationary) set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC); GT.chassis.life = 1 GT.visual.shape = "Terraced_End_01.EDM" GT.visual.shape_dstr = "" --Burning after hit GT.visual.fire_size = 0 --relative burning size GT.visual.fire_pos = {0,0,0}; GT.visual.fire_time = 0 --burning time (seconds) GT.time_agony = 180; GT.Name = "Terraced_End_01_mod" GT.DisplayName = _("Terraced End 01") GT.Rate = 1 GT.DetectionRange = 0; GT.ThreatRange = 0; GT.mapclasskey = "P0091000076"; GT.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ, }; GT.category = "Civilians"; add_surface_unit(GT) Thanks for any help
  8. I'm pretty sure they mentioned they aim to get them out within a month of the Kickstarter ending. There are probably some legal things that need to be addressed and maybe some basic documentation so people don't get scared away instantly or spend lots of time working on something that can not work yet.
  9. Looking forward to the dev video. As for the reward process I can't see there being a need for much of a rush as the only thing people can get realistically before next year will be the P-51 and the manual for it. Maybe you should do stages? P-51 P-51 Manual Final for everyone else. That way if there are problems with the reward selection process early on it will only affect a smaller amount of people, then it can be fixed on the next batch. Book publishing the only one I know of is lulu in Europe, but not bought a physical book from them so unsure of the quality. They already sell the P-51 manual. http://www.lulu.com/shop/eagle-dynamics/dcs-mustang-p-51d-manual/paperback/product-20469501.html Maybe to reduce shipping costs use a few different publishers, USA, Europe, ROW. Though you can't personally check the quality that way.
  10. If the game was to be completely fictional, such as war thunder I could understand the requirement for 1:1:1 ratio of aircraft, but fortunately it's not. As much as I'd love to fly the Mossie it is clear that the team do not plan on stretching their budget to ensure they can build the best possible representations of the aircraft. Currently Allied vs Axis number wise will be fairly even. The B-17 would go with the P-51 like crumble and custard. But maybe after (assuming they make one eventually), they can do some more Commonwealth aircraft such as the Hurricane and the Mossie as well as expanding the German roster and head else where.
  11. More or less yes :thumbup: In others that I've seen; BOS - Live demo and the devs talk about some features of the game / engine. Last one I think was lighting (I don't undertand Russian but they were firing flares at night). Gives people a chance to see the game and I guess ask questions (again can't understand what they were saying). Rise of the Triad - Live demo again. A few of the devs were playing, one would stream with the conversation via skype / teamspeak or some other VOIP. Users were asking questions in the chat box, someone was relaying them to the team and they would respond / answer. Later on (game released) they did another live stream but people could join in. Rise of the Triad - Steamed the creation of a whole level, few guest speakers would pop in. Allowed questions to be asked. Showed off upcoming content. Rise of the Triad - Streamed the creation of a weapon, start to finish. Same as level, guest speakers, comment on problems, ideas answer questions. Nexuiz - Live demo again. Another Q/A session. Also gave away beta keys so more people could join in. Showed off future content. Allowed suggestions. If you wanted some ideas from that; Load up DCS world with a dog fight mission with the P-51 and the FW190. Have (some?) team members take it in turn to fight each other while people ask questions about the project. Gives you a chance to show the FW190, and the benchmark visuals and systems of the P-51. A similar set up to Rise of the Triad, with the content creation. Instead of one thing all the way through though you could maybe stream on one machine, and get video feed from other machines using Skype? Machine - Task A - Steams to the public B - Edge Terrain steams to A with Skype C - Later Takes over from B Showing progression on an Aircraft D - Something else to take over Or that could be a series of streams during the coming months :pilotfly: But don't just take my word, if you can only realistically show one thing create a poll on the forums (maybe the backers only ones :music_whistling:) about a week before the streaming to see what people really want to see. The main thing to get across though is user interaction, allowing viewers to ask questions as well as see progress.
  12. Awesome, makes the total around $137,000, almost me 262. Videos = more pledges (normally), maybe we will get the Jet. :pilotfly:
  13. If you are going to continue funding after the Kickstarter I feel that there are a few things you can do. Live streams / more videos Q/A Fortnightly report on how things are progressing (backers only maybe?) Articles in related magazines / websites Get stalls on flight (sim) events I went to an event earlier in the year and was surprised at the number of people who did not know about DCS world, but when they saw it were impressed by the visuals and authenticity. I guess they stick with FSX / X-Plane / P3D, but I didn't ask. Maybe you can offer exclusive screenshots in return for articles. Also post links to the articles in a sticky on the forum. We will all rush to read the article (look at the screen shots) and the publisher would gain advertising revenue :).
  14. As long as you don't loose 28K in pledges on KS it probably isn't a bad thing. Seems KS + Amazon payments take 8-10% of the total where Paypal take 20p + 3% so as long these pledges are over $10 you should get a higher % overall? As long as KS stays over $100k it will still go though. Just people are more likely to pledge to KS if they see lots of other pledges of course.
  15. That's true, but what I was saying it's not worth putting the Pay Pal money through the KS program as they will take even more. PP seems to charge about 3% but also a flat fee on each transaction. I don't think the $1 pledge level is going to be worth it in the end. KS takes about 5%, amazon take a cut as well.
  16. Well unless lots of people cancel their Kickstarter pledges the KS will go through. KS / Amazon take a cut, so would be silly to pledge the money though KS again, but they can surely add two numbers together and get a total for the stretch goals :thumbup:
  17. The other thing could be to allow KS backers to select extras (at a cost) on the new paypal section. For instance I'd like alpha access. Would require some cross checking to ensure people are eligible from the KS though. A tick box for now declaring "yes I'm a kickstarter backer and know that if I'm lying I may not be eligible for my selected rewards". Hopefully the team will tally up the totals and put the money towards the stretch goals.
  18. Would not really have expected ED to create and then release their own 3d suite. Plugin wise it is nice to have a choice of programs to use though. Apart from documentation, UV tools and range of plugins my experience with max was not positive. It's also doesn't seem possible to purchase an older version of 3ds max. As a student the oldest version you can get 2011 (goes up each year). Maybe a community plugin will arise at some point in the future as with the unreal 3 engine, CryEngine and Arma 2. That's my plan with my current little mod project. Pretty much just using max as a converter when the time comes. I didn't know about the monthly fee option, but could be ideal for me.
  19. Thanks for the response. Hopefully 3DS max wont always be a requirement.
  20. Sorry I didn't mean it having it's own set of modelling tools, but the ability to convert more common formats. Currently it seems you need 3DS max for the ED plugins to get anything into DCS world. In the video it sounded like the SDK would be capable of taking in other files types.
  21. In the video it sounds like you can import objects and the SDK will convert them to be DCS ready. Does this mean the ED plugins wont be required and (even better) you wont require a copy of 3DS Max?
  22. My guess would be that the maps are not editable, you create them in the SDK then they require compiling. Unless there is a decompiler or the sources available we wouldn't be able to get the Normandy Map into DCSW. However since they are the same Game someone will probably find a way to copy and paste a terrain between the games.
  23. Wonder what the ETA for it is. Could be after the base game is out, as a lot of tools are. Or They could release the SDK before even the Alpha in the hope to get some basics down during Alpha / Beta.
  24. That is a lovely sound. How did you obtain it? (I'd imagine there are not many flying around any more :( )
×
×
  • Create New...