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Automan

3rd Party Developers
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Everything posted by Automan

  1. Hola Bronco, buen trabajo! ¿por qué no pasar al equipo de desarrollo de ED su trabajo para integrarlo en DCS? Sería genial tener su país como seleccionable, incluso para los mods disponibles como nuestro Mb-339 y A-4. En el pasado actualicé Italia enviando mis archivos a Chizh(PM: https://forums.eagle.ru/private.php?do=newpm&u=2354). saludos:)
  2. per i nostalgici… quando non era tutto così grigio...:D
  3. Io no, la Draken sarebbe basata sui velivoli ceduti dalla RNZAF, ma essendo la variante CB si tratterebbe di una fictional… Le UV del nuovo pacchetto sono leggermente variate: ad ogni modo ti consiglio di aspettarne l'uscita per non dover rimettere mano ai lavori
  4. Ciao, nel nostro manuale riporta la possibilità di montare la tanica solo sulle stazioni 2 e 5, ma vi sono riferimenti fotografici che mostrano che gli Argentini li caricarono per giungere alle Falklands, quindi se interferivano forse significa o che atterravano lungo con flaps in take-off oppure che li jettisonavano al termine (d'altra parte la guerra è guerra...). Per quanto riguarda il LAU-10 (come per i MATRA) essendo un carico indigeno il manuale non lo annovera nella lista degli agganciabili, però avendo dimensioni e pesi comparabili alle nostre razziere abbiamo presunto non ci fossero limitazioni. Faremo delle verifiche, grazie per il report:thumbup:
  5. Per le fictional lascio fare ad altri, io ho gia l'agenda piena per terminare le real :D. Comunque è nostra intenzione rilasciare il template appena possibile, in modo da dare sfogo alle vostre fantasie:megalol:
  6. Orange-White factory livery WIP
  7. La livrea storica Bianco-Arancio. WIP
  8. Mamma mia ho avuto un flashback... un vecchio kit Hasegawa... ricordi di bambino. Grazie
  9. Last 2 things to try: apply a normal modifer, check Unify, convert to editable poly and export edm. If still doesn't work check reapply Normal Modifier, and check Flip normals, convert to edtiable poly and export edm.
  10. Have you checked for back-face culling option enabled? If you have the same behavior in Moddlviewer is surely a 3d problem.
  11. Ciao, allega qui il file dcs.log, provo ad indagare
  12. The new edm format must be analyzed manually, no dedicated utility can help in this actually. You can use any editor able to open binary files, for example Hex editors or Notepad++, and search for strings at start of your file: in sequence you should find the material name and textures name. Then you must figure out what channels of the materials are used by those textures and compile a description.lua for it. Time consuming and only a work for experienced users:music_whistling:
  13. Hi Sirius, do you see the same issue rotating the view in Model Viewer?
  14. Well, in your description.lua the channel for glass opacity was wrong and pointing to selfillumination. BTW, the best way to check is put all materials to false, then comment one by one and reload every time the cockpit in model viewer to seek for differences: if you don't see difference from before, the channel declared in description.lua is wrong. TIME CONSUMING.... Below the description.lua for Spitfire cockpit description.lua
  15. Hi, since I use regularly EDM plugins in 3dsmax, I know more or less how materials works and it's simpler to me reading an EDM. I would be glad to update uboat tools for description.lua creation, but unfortunately I'm not a programmer. :cry: BTW, I will prepare a description.lua for you, just wait:D
  16. 2 was the channel for specular map, but now most of the models are pbr native or converted and use the roughmet map. About naming conventions in the description.lua, you can use the verbose version ROUGHNESS_METALLIC or numeric 13 for roughmet map Take a look of this guide https://forums.eagle.ru/showthread.php?t=193596
  17. You can analyze the edm with notepad++ and figure out "manually" the materials name. About one hour of work and your description.lua for MiG-29 is ready:D description.lua
  18. Could you provide the link to normal map with this behaviour?
  19. Combined Fuel/Smoke is the tank named MISTI(mixed in italian) used by Frecce Tricolori: the tank is divided in 2 parts, one for fuel and the other is filled with oil that is pumped in jet exhaust to be burned.
  20. Hi Rtyer, the armament panel it's custom made and will only load and fire the payload we have allowed. Even if it's a mod, we want to keep the MB-339A to carry only the armament based on real data, and this is the reason why we have tested the Matra Magic missile, that was carried for tests by MB-339A I-GROW(later MB-339B), but decided to not support it. Moreover the GAU-2/A mentioned was probably only tested for compatibility in the C variant, but never implemented officially. Just for the sake of clarity, this is the armament allowed on the MB-339C and its MFD, taken from the manual. Pratically, the gunpods allowed are the same of the A variant: DEFA 553 30mm AN-M3 12.7mm
  21. Hi pitkun, maybe this old thread can help you: https://forums.eagle.ru/showthread.php?t=118902
  22. Ciao, dalla 2.5.4 openbeta hanno rimosso del codice che richiamava la nostra mod. Per sistemare puoi editare manualmente il MB-339PAN.lua, sostituendo la seguente riga Guns = {gun_mount("M_2_L1", { count = 0 },{muzzle_pos = {0, 0, 0}})}, con Guns = {}, oppure applica il fix di questo post: https://forums.eagle.ru/showpost.php?p=3727720&postcount=379
  23. Sì, è un bug che affligge la nostra mod e l'A-4: la ED lo sistemerà nella prossima open beta
  24. Yes, I think can be done, but I never tried personally BTW, I've analyzed the materials.lua of the plugin, and should be the layer 2 of composite material for specular level. In the slate material editor, after you have assigned a standard material for the object to export, click & drag from the Specular Level in a blank space of the mat editor: a menu will appear, choose General>Composite, layer 1 is for specular (unused if you put the roughmet, so leave it empty), add a new layer (then will be layer 2), select None and choose your roughmet texture.
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