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J-1775

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Posts posted by J-1775

  1. @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.

  2. 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

    image.png

  3. 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...

  4. 18 hours ago, TeTeT said:

    I lately faced the same question with some huts for Vietnam War Vessels. I looked at the Vietnam War Asset pack by tobsen and EightBall and found that some structures will be level with the ground, and others remain vertical. I then copied the setup for those that stay vertical and it seems to work well. https://github.com/tobi-be/DCS-OH-6A/releases/tag/VAPv1.2 is the original source and my copy of it can be found in the development package https://tetet.de/dcs/mods/vwv_buildings-2024-10-31.zip Good luck.

    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?

  5. On 11/4/2024 at 2:24 PM, Hiob said:

    Usually when you place a static object in the ME you have a kind of "compass rose" in the units page on the right side, where you can select the direction it is pointing to.
    At least that works for Vehicles.

    *similar to the wind direction selectors in the weather tab.

    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...😉

    • Like 1
  6. 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!

    • Like 1
  7. 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...

     

    DCS Maug structures in water 01.jpg

    DCS Maug structures in water 02.jpg

  8. 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?

  9. 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?

  10. 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:

    dcs cart warning.png

    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?

  11. On 1/5/2022 at 10:03 AM, Brainfreeze said:

    If Varjo 'connects' just to ensure software is up to date and not to gather info about what I do , where I live and how many kids I have then I am fine with it. 

    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!

  12. 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'.:doh:All with their own LODs...:doh: :doh:
    Apart from cardinal direction, is there a way to place one and the same object in different tilted positions in ME?

  13. 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?

  14. 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?

  15. On 12/17/2021 at 1:35 AM, Dragon1-1 said:

    I think that the readability might be a problem with how DCS does mipmapping.

    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?

  16. 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!

  17. 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? 😇

  18. Awesome addon, must have been incredible work, many thanks! 👍
    I noticed a folder 'WW 1 Ships' with an entry.lua referenzing to objects (e.g. 'hms_bounty_furled_sails') that I found nowhere. Maybe a left-over? Or a teaser for things to come?

    If I may add: In the Sopwith Camel's VR cockpit view the lower wings are not visible ─ only the ailerons. At least from top. The upper wings are visible, from topview, too. Haven't yet tested many of the flyable aircraft.

    Camel VR cockpit view.jpg

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