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Everything posted by tacca
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Some people like the look and easy to do but is not realistic therefor I wont be implementing it.
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Hey Yoyo, yeah sorry that "RECOMMENDED AT 0.10f and 0.08f" shouldnt be there, old notes. With regards to lower and higher what I have is correct, it comes down to how you interperet what I wrote (my intention was if you wanted to achieve similar noise levels in both scopes). Increasing the value of noise variable reduces the amount of noise. If both the scopes are set to the same value the KA50 will have more noise because of how I coded it. Therefor if you want similar amount of noise in the A10 NVG and the KA50 the KA50 noise variable must be HIGHER than the A10 value. Now if you want to increase the amount of noise overall then yes you have to lower the value.
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Does anyone know when/if wireframe is going to be implemented again, or does someone have a link to an old version that had it working :)
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Thanks :)
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Hey Silver Dragon, some really inspiring stuff. I'm getting back into the the modelling game and was wondering if you would mind sharing how you create you boat/ship hulls. Are you using lines the surfacing them or a box modelling method? I see you have shared some recording's while you are modelling, would you mind doing that with a hull at all? Even a simple one just to show your basic work flow Thanks, Frenchy :)
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No I haven't tried sorry. Not spending much time in the A10 at the moment Thanks, Nrgized showed they way. I just got it working in DX11 and cleaned up the code alot so I could understand it :)
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Sounds good dexter, share the link when you desaturate the bottom. That su33 looks pretty mean
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Wow, looks great guys. Dexter, that is one sexy beast especially for a first try, definitely a new favorite of mine. You should share the files on here (or the user files area on the ED page)
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Thanks Zeus, I hope you don't mind me making the templates myself and sharing them. Of course they are nothing like the originals so cant wait for them :)
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Yeah, me too but its a good start. One of the guys over at the 229th has already made this a la skunk works style but for NZ :O (By kiwi)
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Glad you like it
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HAHAH thanks guys. Glad I could be of service :)
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Link added to initial post
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Hey Eveyone. I've made a photoshop livery template for the Mirage. Find it HERE
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Hey, chatting with some of the guys over at the 229th (Kiwi and Strut) I found out that there was no skin template for the mirage.... So I made one (its in .psd so I don't know if gimp users can open it??) Now its not as complex as the ones released by the creators but it will do the job well until they do. Pretty simple to use, adjust the layers called 'base color' to whatever you want to change the overall color (or add extra layers at the same level as base color to make camo paints etc). Add in extra layers with your roundels etc at the very top (I also made a layer that shows the location of the normal roundels that you can turn on). Will update with .psd link once upload finishes.... shitty oz internet.... EDIT: Here is the link (updated so people dont have to request) EDIT 2: If you make some skins please share pictures on this thread and links to download them on the ED users files page because some of the ones made already are pretty sweet
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TO BELSIMTEK - Request for cabin model object names to help with liveries
tacca replied to tacca's topic in DCS: UH-1H
You sir are a gentleman and a scholar :thumbup: Thanks heaps and have some rep. Yeah I had figured these ones out, thanks for the confirmation. For other people here is some pics to help clear it up. And this only applies when viewing from within the cockpit Green = UH_karkas_c Red = UH_karkas2_c Orange = UH1_boxs_c Blue = UH1_dev_2 Thankyou, this is the info I was looking for Genius, I must have looked in every huey .lua and config file trying to find exactly this. Never thought to open the .edm file in a text editor Yes to pretty much everything here. I made some of my own solid color textures as you see in the pictures above to do exactly this. Its very clever how the cockpit and external model are blended in game. Again for anyone else following along, the exterior mesh with rough cockpit textures (what you see in F2) can be found at /Bazar/World/Shapes/ab-212.edm and the the detailed cockpit model (front half, seen in F1) is at (only if you have the huey module installed): Mods/aircraft/UH-1H/Cockpit/Shape/Cockpit_UH-1H.edm -
Hi, this is a long shot but I thought it wouldnt hurt to ask. Is it possible to get the object names used in 3ds max for the huey cabin (back half). If so, I can create variable interiors to go with skins rather than have one texture effect every skin. To further elaborate I was trying to change the cabin color and seats in the back of the huey to better match a deniable operations skin I was making. I finally found that the texture for this was uh1_int.tga.dds within the uh-1.zip liveries zip. Now if I modify (paint) this file, add it to a livery folder and add to description.lua the follow line {"uh1-cpt",0, "uh1_int.tga.dds", false}; It does apply it but to only a few objects within the cockpit (mainly the seatbelts and latches) as below (i scribbled a heap of blue lines of the texture as a quick test). Now if I overwrite the master uh1_int.tga.dds within the zip file then the changes appear throughout the whole cabin (like below) but it will effect every single huey in the game So my request to Belsimtek is to let us know a couple of names of the objects that make up the cabin. preferably at least the green seats and the terrible grey walls. Thanks Frenchy :)
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Hey guys. I made a how to video on installing and using JSGME for DCS. The first post in the thread by Ebs is great (how I learnt) but for the visual learners and everyone that seems to have problems this should really help being able to follow along. I have posted this in the main thread but I thought it might be better to start its own so it doesnt get lost JSGME download here at Game Front or here at zippy share. Original thread is here. and the link to my NVG mod that I tested with in the video is here Frenchy :)
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no longer works The Ultimate DCS World JSGME Guide - If you use mods, you need this.
tacca replied to Ebs's topic in DCS Modding
Hey guys. I made a how to video on installing and using JSGME. The first post is a great guide but a lot of people still asks questions so for the visual learners there you go. Frenchy :) [ame=https://www.youtube.com/watch?v=JEJKesO3VZQ]HERE[/ame] -
Hey Backbone, thanks for the idea. It would probably be a bit more involved as it would require the creation of a command, key assignment, a whole new shader post effect and link the command/key within DCS to said shader. The only part I know how currently is the shader part. On the other hand if you were happy to lose the NVG but gain glasses/visor it would be pretty easy. Im pretty flat out work wise at the moment (hospitality, summer school holidays in oz) so I wont get to this for probably a few weeks
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Hi Razor, the best one to use for 1.2 is http://forums.eagle.ru/showthread.php?t=100333 Yes, -- means commented. Yes what you posted means should already be enabled.
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Hi Teschmacher, Im the person who actually made the video. I'm just getting back into modding/skiining after a long time away so refreshing my memory. Your box probably doesn't cast a shadow because it looks like you have the time set to midday so the sun is directly overhead? Im going to try to do a few more videos over the next couple of weeks but like my comment on the youtube video I cant promise anything. With making a the glass texture files is a matter of making a png etc. with rgb AND an alpha channels and then experimenting with values. Open up some of the glass textures from in game models (like the su27) in photoshop and have a look at their channels and use the color picker to get an idea of what works. Unless your a part of the approved 3rd party developer ED doesnt give you anything in the way of info so we have all figured this out with trial and error
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Thanks Grand. I spent alot of time trying to get a DOF effect working within the NVG ring but my HLSL knowledge is holding me back from getting it to work.... so i thought I may as well make other improvements requested and will come back to the DOF when i get some motivation.
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Version 2.0.6 Released. Confirmed 2.0 stable See Here for file and full release notes - overall increased brightness and reduced noise (especially for the dark desert in 2.0) - user controllable gain and noise settings - re coded gain and noise code to easier understand, neater and add user controls NOTE: Released with skinny ring, see initial post for recommended fat ring settings
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Glad to know it works in 2.0, havent had a chance to test it myself..... lots of work etc