Jump to content

indiadamjones

Members
  • Posts

    75
  • Joined

  • Last visited

Everything posted by indiadamjones

  1. Headrest Great shots! The headrest looks unreal!
  2. Dedicated to gyro! Great work gyro! We miss you! Thanks to everyone who continues to make this possible! Quite an update! I'll mention that I couldn't possibly feel one iota more proud of gryo! Phenomenal coding navigation, and LeatherNeck has gained a serious innovator! Getting a spotlight on the abilities of individuals from the hoggit pool represents a foundational initiative and one that I take pleasure in seeing fulfilled! Certainly disappointed to say goodbye to such a team player and gentlemen! :pilotfly:
  3. Agree, but that example seems a bit lackluster to me. Couldn't agree more. Explosions need some pyroclastic flows. I kind of like the madmax explosions myself, but I'm sure if we just survey the pilots we can see a clear winner. You have every video game ever created to choose from. ...go! ED developers are top notch, they just have to pay workers to do it, so consider that they have priorities to the current flight modules already in the queue.
  4. Bort Numbers Here are my notes for Bort animations in blog format. Morkova_55 very nice technique for projecting the numbers. I used something more rudimentary, but I like your technique. https://www.megabotix.com/dcs/dcs-world-bort-number-animations-3ds/
  5. Thank you Thanks as always for all the time, effort, and tenacity required to develop a working A-4! I can't speak for everyone, but I'm learning a lot about software and working in teams. Excited to see just how quickly some elements have been progressing, and yet...still a long road ahead of us. Looking forward to the update, while I wrestle with bone rigging.:book:
  6. Noticed that as the F-86 flies in during an F3 flyby view, it shows tiny little gear down, which disappear as it gets closer. Over'n'out!:thumbup::pilotfly:
  7. Ditto I get the 75% load then switch to left monitor thing mention earlier. 1152x864 --- 1920x1080 --- 1152x864 GUI centering properly in everything except F10 view, which as the others stated: shifted to the origin of the left monitor, but hover in the center monitor to click. Still, nice to have the regular GUI's and ME working in center only. Getting closer guys! Thanks as always. dcs.log.old.txt
  8. Can I control the self-illumination texture with a map? Seems like 3ds will only export the self-illumination material as a single color value, despite 3ds having option to link a map in the self-illumination color options. Looking at F-86 cockpit gauge illumination they have four colors of illumination. Just wondering can anyone confirm, is it possible to have multiple color values on a self-illuminated material? TY!
  9. Where I got to, DCS doesn't support 4 on player aircraft I concluded that DCS cannot support 4 exhaust plumes on player aircraft. It works on AI though. In the end, I setup the helper points so that the player aircraft plumes are symmetrical, but I would love confirmation of my conclusion! I don't expect this to be a priority code revision, but if anyone knows anything...gratitude!
  10. Not quite there yet. I'm not quite there yet, but I would look at the Wunderluft model and the Basic Guide pdf, and check out the lights section here http://forums.eagle.ru/showthread.php?t=116901 I think the answer to your question is special ED materials. We can at least narrow it down. Also, I think maybe tackle one issue at a time or a pair of related issues. Once I get further along, I may be able to help answer, but you definitely need ED plugin for 3ds max to make the materials work in export, and I think you will need custom device lua script to make them function. Sorry I can't be more specific yet, but take a look at the guide and you may find some answers.
  11. Thanks Skatezilla Interesting, that's what Blaze said also. I gave it the old solid try, and my results suggest that using INVERS_00# reverts back to the engine_nozzles attribute in the airplane.lua This really leans toward AFTERBURN_00# being the proper helper point name. You can probably detect my effort to avoid saying anything definitive. Thanks for the tip, just wanted to let you know the results on my end. I think 4 engine player aircraft, weren't meant to be! Although, I do wonder about hiding a custom smoker generator somehow. Still, my amateur strengths do not include lua scripting, so I'll likely be moving on to another unrelated task.
  12. AFTERBURN_001, 002, 003, 004 Point helpers on the model with name AFTERBURN_001, AFTERBURN_002, etc, etc. work to override the lua position settings. However, thus far, player aircraft appear limited to only two contrails! This sucks, but for now the best we can do I guess. So, you can have the inner engines as 001, and 002. The outer engines will be 003 and 004. Now the AI aircraft looks good. Player aircraft missing two contrails, but at least is symmetrical. Please if you know a way to get around this, I'm working on a 4 engine mod. Thanks!
  13. This reply from 2013 Found this scouring the forums. Looks like a clue, but it's pretty old. http://forums.eagle.ru/showpost.php?p=1852803&postcount=27
  14. Make Cool I don't think you need opacity...diffuse set to 100%. Alpha on the texture handles transparency, hit 'make cool' one time on ED Model Tool. Check in the model viewer. I was having issues because I wasn't correctly saving my .tga file alpha layer, but looks like we can use .dds On the ED-specific materials, you can look at the attributes of each material to tell which 3ds attributes affect what. For glass, use diffuse only, and I think you can adjust three other properties as well, so have fun! You can likely make umpteen different layers of scratches on your canopy, but you would need a spec map to gain mastery over it. That's a different story for a different thread. For Glass: specPower=SPECULAR_LEVEL(); specFactor=GLOSSINESS(); reflectionValue=REFLECTION_AMOUNT(); So, you can see no opacity for Glass.
  15. bump w/ code bumping with this, with some code I found in units_planes.lua res.exhaust_data = exhaust_data[res.WorldID] or res.exhaust_data if res.exhaust_data and not res.engines_nozzles then res.engines_nozzles = {} for i,o in ipairs(res.exhaust_data.nozzle) do res.engines_nozzles[i] = { pos = o.pos, orientation = o.orientation, diameter = 3.0, exhaust_length_ab = 3.0, exhaust_length_ab_K = exhaust_data.nozzle_coefficient, engine_number = i } end res.exhaust_data = nil end
  16. [EDIT] Point helpers on the model with name AFTERBURN_001, AFTERBURN_002, etc, etc. work to override the lua position settings. However, thus far, player aircraft appear limited to only two contrails! This sucks, but for now the best we can do I guess. So, you can have the inner engines as 001, and 002. The outer engines will be 003 and 004. Now the AI aircraft looks good. Player aircraft missing two contrails, but at least is symmetrical. Please if you know a way to get around this, I'm working on a 4 engine mod. Thanks! [ORIGINAL]What's the chances of getting all 4 exhaust plumes working on a 4 engine mod? I can only get two no matter which way I code the engine_nozzles attribute. I've tried everything I can possibly guess. This mod I'm working on looks a bit ridiculous with just two. Thanks.
  17. Found what I needed finally! http://forums.eagle.ru/showthread.php?t=136984 Now just need to get all four exhaust plumes working.
  18. [sOLVED] Found the answer here: http://forums.eagle.ru/showthread.php?t=136984 I got my model's fans working great when the AI flies, on args 324, 325, 326, and 327. However, once I got it all worked into the Wunderluft, I seem to have lost the fan rotation. I'm almost sure I need a custom declaration somewhere, but the basic guide doesn't mention anything related to this, that I can see, anyone have any tips? Thanks.
  19. Thanks I've been looking for this info for at least 4 hrs. Thanks a ton. Just curious if there's a list of these aircraft names that make this function? For now it's enough to know I had to put phantom ii on my F-4E experimental craft. I searched and searched through system files and never was able to find the file that lists these.:thumbup: NM, found it. PM me if you want it.
  20. HoggitDev February Update HoggitDev February Update It’s been three-and-a-half weeks and about 50 commits since our last update, so we are pleased to have an update for our friends on the Eagle Dynamic DCS forum. Yeah, this is tough work. HoggitDev continues to refine models, textures, and code for their free-to-the-community flight module the A-4E. We picked up a few new members over the course of February, nearly doubling the knowledge base and manpower dedicated to resurrecting the “Scooter” for the best combat sim on the (consumer) market, just kidding. USAF, we know you’re not allowed to say you play! We would also like to welcome to our dev team: Uboats (Coding/Translator) SilentEagle (Coding) TightLeash (3D) plusnine (2D/Artwork) Zilch (Mission Editor) Flanker (Manual) Thrackerzod (Manual) Let’s get to the departments for team reporting! ---------------------------------------------------------------------------------------------------------------------------- 3D Department: If you don’t know already, modelling everything twice, feels like a ‘good’ day. Some elements are crafted a dozen times to capture the character of the real-life content, and at 3-D, we’re on it. Kryb has got the hull nurbs refined, and is finalizing the unwrap. The GTC-85 ground start huffer will be added to the main external model soon. We still have a mountain of work ahead, like damage modelling and cockpit completion. Right now, we are striving to open up some work for the 2-D artists, by signing-off on completed texture mapping. Key achievments this update: External Model 70% unwrapped (Gear not included) GTC-85 ground huffer 90% unwrapped Cockpit 40% modelled Looking ahead: Damage Modelling Gear Unwrap Ordnance Skinning Progress Shots Cockpit: Huffer: Ordnance Hanger LOD: ---------------------------------------------------------------------------------------------------------------------------- 2D Department: Model and unwrap changes necessitated a complete restart on the external textures, so while we wait, drooling over the fruits of the 3-D team’s continued labors, we’re collecting research and adding decal drawing to the team in producing several period-accurate liveries for the A-4 when the time comes. Plans are in place to include a PSD template for community use once the aircraft is ready for testing. We also created a few new assets for the user-interface in DCS World’s GUI and menus: New weapon icons and airframe art have been added to the loadout editor The A-4E has a new icon and logo for the main menu ---------------------------------------------------------------------------------------------------------------------------- Coding Department: We are implementing animations for player-controlled planes: Flaps w/ continuous behavior and dynamic overspeed blowback Airbrakes Landing gear Landing spoilers with weight-on-wheels detection Flap blowback valve limits flap extension at airspeeds above 230 kts IAS based on approximation of drag forces. Gears are able to extend and retract on player aircraft. Landing spoilers are animated, and will extend upon touchdown if armed. Inputs (Spoiler ARM toggle, stop flap retraction/extension) Other: Some weapons, such as the AGM-12, and MK-77 don’t have DCS counterparts. We are researching how to integrate these weapons so their appropriate behaviours and controls are replicated in game. ---------------------------------------------------------------------------------------------------------------------------- Audio / Misc: A PDF manual for the A-4 is also in the works and will be distributed with the module upon release. Additionally some work has been done on the AN-141 Low Alititude Warning sirens, and GPU start sequence. Audio dept. working also to acquire and implement IRL audio samples in-game. ---------------------------------------------------------------------------------------------------------------------------- Thank You! Thank you DCS players, for providing HoggitDev with the talent, the drive, and most importantly the audience to appreciate our careful attention to detail and effort to put you in the cockpit of A-4E. We think you’ll find A-4E’s multi-role abilities a perfect match for your favorite DCS sorties, and we’ve loaded some extra pylons just in case. Speaking of multi-role check out this multi-roll…
  21. I think you may need a new thread Animations are generally handled with draw-arguments, I believe, but I'd start a new thread, as this one has been answered already. TY, SkateZilla.
  22. Look at the naming conventions. [Edit] after more research it appears, the 3ds model needs to be exported to .edm with a spec map linked on in the material slate. I can't find which planes are missing spec maps though, it looks like most of them have it to me. It's been a while since I was working with these paint kits, but my feeling is that the specular maps are applied via a naming convention and in the .lua, they are layered. To test, I cite this LOOK! {"P51D_FUZ_FRONT", 0 ,"p51D_DIF_Silver_Fuz_Front",false}; {"P51D_FUZ_REAR", 0 ,"p51D_DIF_Silver_Fuz_Rear",false}; {"P51D_WING_L", 0 ,"p51D_DIF_Silver_L_Wing",false}; {"P51D_WING_R", 0 ,"p51D_DIF_Silver_R_Wing",false}; {"P51D_FUZ_FRONT", 2 ,"p51D_SPEC_Silver_Fuz_Front",false}; {"P51D_FUZ_REAR", 2 ,"p51D_SPEC_Silver_Fuz_Rear",false}; {"P51D_WING_L", 2 ,"p51D_SPEC_Silver_L_Wing",false}; {"P51D_WING_R", 2 ,"p51D_SPEC_Silver_R_Wing",false}; There are four textures here, but eight assignments. The reg maps are on 0, and the spec map is on 2. Hope that helps. Furthermore specular map is like reflective, so think about it realistically, then areas that are clear coated IRL would have that show quality finish. This means on a worn aircraft leading edges and areas of extreme weathering, would be less reflective. Of course on bare metal the specular map makes it look more like a mirror, which isn't the same as when a painted area has a specular look. On painted areas the specular map represent the gloss level of the paint or clear coat.
  23. Change terrain options via autoexec.cfg I tried something like: options.terrain.land_noise.noisemax = .5; I don't think it worked though. Anyway, these tanks aren't hot in TGP!
  24. Did something change in DCS 1.5/2.0 alpha? Looking into the saved profile file DCS creates, and it looks like some formatting changed a bit in the newer DCS. I'm in the process of working in my changes for a Logitech Force 3D now, and I just gave up trying to import the .lua from this thread, even though I've had it working in the past. I figure I'll use the opportunity to create my own bindings for A10-C on Force 3D, since it looks like there's nothing available currently along the same lines. Noticed all profiles get saved to your-device-name.diff.lua now. Also have a spare Force 3D if anyone is interested, it's better than Extreme 3D, though does take a little getting used to. Looks like Brad has done a lot of work to get this working here, but I haven't installed yet...https://github.com/bradleydahl/Buttons2Keys
×
×
  • Create New...