

J-1775
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Everything posted by J-1775
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I have custom static scenery objects (wrecks, currently declared as fortifications) that I would like to place in different angles of TILT. In contrast to the MSFS scenery editor the DCS ME allows only cardinal orientation, but not tilting. Is there any workaround for this? I mean apart from the obvious 'tilting the object in Blender and exporting each position as separate object'...
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- static object
- tilt
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Adding this just as a sidenote: Something that helps me very much for many scaling problems ─ without the need of going into the UV mapping edtor: the UV Warp MODIFIER. It allows you to do all the basic transformation for a texture (scale, rotate, offset). You see the result immediately. And modifiers are non-destructive. I never explicitely apply them, because the official blender exporter (at least the latest version I use) temporarily applies them when exporting your object.
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You're speaking about the official plugin (linked above), not the Tobi one? You won't find anything in the object properties (like with the MSFS2024 exporter). You'll find an 'EDM Export' tab in the sidebar on the right side of the 3D-viewport (open with 'N'). Some options appear only if you highlight a mesh, e.g. 'two-sided object'. In Shader Editor (Graph window for materials) with Shift-A you can add an EDM material node (choice of six). And last not least, as a new export option (in the file ta) you should find 'Eagle Dynamics Model (.edm). Hope that helps you.
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- edm
- edm exporter
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@b0rnkilla: tripod3 posted the link in the post above. But as others here already said: the fact that you are not able (anymore) to import models into Blender is not a bug, but a desired feature. To modify a model you need permission of its creator, you may ask him to give you his original files. The only alternative you have is to buy/download a similar model in the net or create ony from scratch by yourself.
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- edm
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I have used 241504 from 07-Oct-2024 with Blender 3.6 and 4.2 (which I found at https://files.eagle.ru/mods/edm_blender_plugins/ ) but have now installed 247916 from above URL. Thanks! 2 questions Can I see anywhere for which Blender versions the EDM exporter versions are 'cleared' for? Some of my models need 2-sided materials. When I clear backface culling (camera) the viewport shading shows the material on both sides, but after exporting in the Viewer it's only one-sided. Thanks for any help! EDIT: Found the solution for 2-sided materials. It's in the exporter's window: null
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- edm
- edm exporter
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Many thanks TeTeT! I'm in a similar situation, not able to just merge the code into some handy file and test it. Can't say that I understand much of it, but I don't think that tilting an object is addressed by any of the parameters (except by going the long way thru adjusting the ground). However, the ADD_HEIGHT param (maybe with a negative value) is certainly worth a try. However, with MSFS2024 release currently only shy of a few hours, I might resume my scenery projects there. Some screenshots I've seen show pebbles below the water surface, so I am very curious if my half sunken shipwrecks will finally look better than in FS2020...
- 8 replies
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- static object
- tilt
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This is interesting! Do you know which parameters are responsable? There are quite a few unknown to me. Like positioning = "ONLYHEIGTH". BTW, do you know where the so many parameters are explained?
- 8 replies
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- static object
- tilt
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Yes, I do have that option which corresponds to the yaw axis. But I miss the pitch and roll axis. I'm not a big fan of the MSFS SDK, but it gives you a decent 'gizmo' handle with all that. And with the 'snap-to-ground' checkbox unchecked you can even unlock the z-axis and place your custom object as much into the ground or up in the air as you want. BTW, you may scale up or down your object or instanced object, too, and technically it remains just another instance. All that, of course, allows you to bypass realism ─ at least in your own custom sceneries. And utmost realism seems like the holy grail to DCS devs...
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I have a number of new shipwrecks ready to place in the Normandy scenery. To give the scenery some variation I'd like to place the models in different 'poses', that is tilted in different degrees and axis. In my Maug movie I did that by creating and exporting individual .edm models for each pose, but I still think there must be a better and more ressourceful way (maybe a scripting hack?) of tilting an object in the scenery (as well as adjusting its height above oder under ground). Any help appreciated!
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I have a number of custom shipwreck models that I would like to a) place on sea ground b) partly merge into sand/beaches Now when I place any of the models (all of category 'fortification' within 'structures') on the channel waters of N2 ─ they just float on the surface. Is there any category/type of static object where I can adjust the altitude value? Giving it a sub-zero value like I've read a few times in the past days? The very strange thing about all this is: 2.5 years ago I used the very same shipwreck models in a Marianas scenery - where they'd drop right to the seagoround of the Maug caldera. I can still load that scenery and the wrecks are still under water. Where is the difference? Any help much appreciated! EDIT: Well, I noticed it is (or rather can be) a matter of perspective/viewing angle ─ as the two attached screenshots demonstrate. However, at the time (2.5 yrs ago) when I worked on the Maug scenery that never caught my eye ─ which it certainly would have. So I wonder whether anything in the engine and especially in water rendering has changed? Or is it a setting ('water' is always 'high' with me)? Btw, my question whether there is any category/type of static object where I can actually adjust the altitude value is still open...
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Thanks alot, I hadn't thought of the 'N-window'! BTW, do you have any experience with the EDM_Glass_Material node? What's the best practise to get a slightly tinted window? I get nice transparency in the viewport, but when I load the modell into model viewer all transparency is gone, the window is opaque.
- 4 replies
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- blender plug-in
- blender
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Using Blender 4.2.1 and latest plugin 240006 (strangly the zip download bears no 240007). Though in viewport the EDM defaut material node shows both sides of a flat textile (flag) as textured, Model Viewer shows one side transparent. I searched for '2-sides' option, but didn't find the usual checkbox. However in custom properties I found a value for EDMTwoSides. I changed its value from 0 to 1 and 2, but none would make a difference. Thanks for any help! BTW, I much wondered why the Blender exporter doesn't have its own thread. Where can we submit assumed bugs?
- 4 replies
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- blender exporter
- blender-to-edm
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Thanks for the quick answer. As I was prepared to pay $9.99 I may indeed go for the 'just ignore it' advice. The warning msg was just somewhat intriguing. BTW, are you a WWII backer, too, or is that error not tied to that?
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I'm a WWII backer and have both Normandy and Channel installed. In the shop I have Normandy 2 offered for $9.99 with a remark underneath «You already have a serial number for this product». When I load it in the cart and go to checkout, same: Indeed, when I check all my licences I see a serial # beside Normandy 2.0 Map. I copied that numer to the Check licence form, but I turn round. With latest DCS update 2.8.4.39313 I only find the module as available in the shop. But then again the warning that I already have it. BTW, I checked in ME, there is the old map of Normand 1. How do I activate my serial?
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Seems like something has happened to the link. Shouldn't it be an invitation link for Discord?
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How to Blender 2.8 EDM Expoter and INGAME integration
J-1775 replied to Grajo's topic in How To Mod for DCS World
Thanks for this lovely and interesting video tutorial! So far I only worked with static objects and objects with no animation. But when I start to work with animation, I certainly will come back to your tutorial for a great help! Gracias! -
DCS Mods structure : How to create your plugin from scratch
J-1775 replied to Alex Okean's topic in How To Mod for DCS World
As propably every mod creator I can make up a very good picture of your situation, JahnR. However, as others have already noted this thread currently seems quite dead. Apart from my recent question I see more open and unanswered questions. Hope the best for you. If you find a better thread for newbie mod creators, please come back and 'spread the word' here. -
Eye tracking comes with big and mostly unresolved privacy issues. I wouldn't take a Quest with eyetracking from Zuck, not for free! For all that care: Varjo Base software has a privacy switch (under System). It restricts eye tracking data to foveated rendering use (and probably ─ though not explicitely said ─ to their automatic IPD adjustment), but blocks to all applications. If it does what it promises it's certainly a good thing!
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WW 1 DCS World FULL RELEASE (January 2022)
J-1775 replied to Dweeeeb's topic in Utility/Program Mods for DCS World
Many thanks Dweeeeb for the fix! I love those machines ─ though I must confess I currently 'misuse' them mostly for slow low-level sightseeing along the coasts of the Marianas... Now for something completely different. A problem for which you after your immense work and acquired experience might have the answer. I have a nice and fully licensed shipwreck model. It'd be the developer's dream. Placed in different angles (until upside down) on the seaground it looks very different. However, to achieve that I currently have to create and export different.edm 'shapes'.All with their own LODs... Apart from cardinal direction, is there a way to place one and the same object in different tilted positions in ME? -
Okay, I know how to creat MIPMAPS (easy enough with Photoshop and Nvidia exporter plugin), but can somehow explain me what rule or algorithm controls the reload of mipmaps while the game is running? Is it DCS, DX11 or even the graphic driver? Can I control it somewhere? Is there any relation to shape LODs?
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Thanks. That was actually the starting point for my question: Is it better to save my texture files with MIPs and let the system do all the deciding when to swap MIP subfiles or shall I save extra smaller files for each of my LODs and associate them to the appropriate LOD. It would appear to me that the first way should be the optimized way, even quality-wise? It'll also be much less complicated than associating different file names to each LOD. What ya think? Since I use NVIDIA's DDS texture exporter tool I was just wondering who exactly decides when the subfile swap happens. Is it the game (DCS), is it DX11/Vulcan or maybe even NVIDIA's driver?
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Hi Dragon. You seem to know something about that! I wonder how MIP loading is done in DCS. Is ist done all automatically (if a DDS includes mipmaps) or can I control it somewhere for my own EDM models? Especially I wonder if there is any correlation between shape LODs and mipmaps?
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Project «MAUG 1940» ─ peacetime additions to the Marianas
J-1775 replied to J-1775's topic in DCS Modding
Haha, good point! When I worked on the next sailship models (soon to come!) I noticed that I had indeed forgotten the wake. Version 1.1 with added wake was ready, when I started to work on the 'experimental' transparency and I postponed it. My wake is somewhat more discrete, the trail is definitely shorter. I think it's quite appropriate for a sailship with no screw(s). But wait... And you can always keep yours! -
[4K TEXTURE OVERHAUL, WIP] Magic's Modified Mustang Makeup
J-1775 replied to Magic Zach's topic in DCS: P-51D Mustang
Thanks for this work, Magic, great stuff! As you mention (at least between the lines), the Mustang, once a state-of-the-art showpiece, has over the years become a poor cousin. Looking forward to all your updates. More, even heavy(!) weathering is much appreciated. Especially on the wings' step area, but every place else, too. Redone rivets together with overhauled normal map will be eye-candy. And holy cow, increased texture res! Isn't that the reason why I ordered a Varjo?