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luckybob9

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Everything posted by luckybob9

  1. Same arguments Pretty sure it supports subchannels. I have never tried though. Try it :)
  2. Bump is whatever amount you want. It just increases the strength of your normal map. Trial and error is the best. Diffuse, Specular, Bump all work. Reflection works by using the numbers 0-100 No texture works with it
  3. Most should have the same functionality. When something new is added, I will try to figure it out and post at beginning from which version the new feature is included in
  4. Here is the location to get the newest EDM tools. The package is built every night, hence why there are many files. Since some items such as glass making, and alpha channels have changed, please ask your questions here and I will try my best to answer them. I personally use 3ds max 2010, so if there is any issue where someone would like me to look at something, please save your file for version 2010. Link for EDM plugins: (Use the most recent builds. DO NOT use anything 62806 or before) (Plugins are now only for x64 versions of 3DS Max) http://files.eagle.ru/mods/edm_plugins/ Link for standalone Modelviewer: (Last verified version is 115338.), (Only works on 64bit systems) http://files.eagle.ru/mods/model_viewer2/ Q/A For EDM Tools: 1) What is .EDM? A: EDM is the new format that began with DCS: A-10C. 2) How is it different than the old .LOM format? A: EDM is a much more flexible method and has the ability for Specular and Normal maps along with other features. 3) I am currently working a model/ have a finished model that I made for the .LOM format. What do I need to do? A: EDM has supports all arguments that LOM has. The only difference will be some touch-up work to make it compatible. 4) What are the biggest touch up things that need to be done? A1: To correct textures: Textures need to have a special material type assigned to them. This is done by opening the Material Editor (M key). Select your texture slot. Then click on Utilities, EDModelTool, then click "Make Cool". If you do not see EDModelTool, Click 'More' in the Utilities tab and select it. Back in the Material Editor, you will now see a new category called "Material Attributes". For most items, use "Default" in the pull down section. Do this for each material slot and export normally. A2: To correct glass: Glass is no longer created by a checkbox selection field. It is created by a combination of a texture with an alpha channel, (TGA/ PNG) and 3ds max settings. The transparency level is controlled in the alpha channel of your texture, the color of the glass is done in the main channels. Once that is finished, follow the above steps but instead, select "Glass" as the material. Under "Blinn Basic Paramaters", pick your TGA/ PNG texture for the Diffuse and the Opacity channels. A3: To correct collision: Collision detection is no longer done by using a combination of a bounding box and non-renderable mesh. To create a collision model, Make a mesh that represents the basic shape of your model. In the "User Defined" tab of the mesh's properties, enter: TYPE = "collision_shell";. A4: To correct alpha channels: In the Material Editor, under "Material Attributes", change Opacity from "None" to "Blend". 5) HELP! My model has this weird looking gloss to it!! A: In the "Material Editor", change the reflection value from the default 100 to 0. 6) How do I create a Normal map? A: There are a few programs that will automatically create a Normal map from your basic texture. One if them is available on Nvidia's website if you are using Photoshop. 7) My model exported with no errors but I see nothing A: Verify that you assigned the correct material. See question 4, answer 1. 8 ) What version of 3D Studio Max do I need? A) The plugins work with 3D Studio Max 2010, 2011, 2012, 2014, 2016 Only 64bit versions are supported. Q/A for Modelviewer: 1) What is the Modelviewer? A) Modelviewer is a way to visually see how your model will appear in the game engine without actually having to start the game. 2) What are the requirements? A) The only requirement is a x64 based system. 3) I have a 32bit system. Why am I unable to run it? A) The standalone version of Modelviewer only contains 64bit binaries. 4) I get an error saying that the file JConfigurator.dll is missing. What is happening? A) You have a broken early build. Uninstall and install build 59511 or later. 5) Can I test arguments in Modelviewer? A) Yes. Make sure Modelviewer is full screen. Towards the top right, change the value in the field "Arg #" to the argument you desire. The top middle of the screen to see the animation limits. 6) What are the other controls for Modelviewer? A) Holding the left mouse button rotates the camera. Holding the right mouse button zooms in and out. 7) Help! I get "Warning Missing Texture" in place of my texture!! A) Put your textures in \Bazar\TempTextures of your Modelviewer install. 8 ) Help! I get an error MSVCR100.dll being missing. A1) Install the Microsoft Visual C++ 2010 Redistributable Package (x64) package: http://www.microsoft.com/download/en/details.aspx?id=14632 A2) If this still does not help, you may need to install the Microsoft Visual C++ 2012 Redistributable Package (x64): http://www.microsoft.com/en-us/download/details.aspx?id=30679 9) I get this message: "WARNING NGMODEL: Model 'vfs:///models//model.edm' uses old format, convert please." A) Install newer plugins and it should solve your issue. (Use anything above build 62806) basic model guide.pdf Basic_Animation_Guide.pdf Basic_LOD_Guide.pdf
  5. Or should I say, collective geniuses to figure it out :lol:
  6. Why not assign the rudder pedal to the number that does the actual rudder? or is it different since its a cockpit file?
  7. OMG! how on earth did you get those fixed!! It must have taken a genius to figure that one out :megalol::lol::megalol:
  8. I would suggest making two versions. One lom for FC2, but make it EDM ready for when FC3 is released since it has many more benefits. PM me if you need help setting it up for EDM
  9. If anyone has a measureable frame improvement, I would be curious to see his much that improvement is
  10. max 8 is for old .LOM version. max 2008 and 2010 is for new EDM version
  11. I think its one texture thats tiled. Not quite sure its been a while. Mustang would know since his mod replaces the stock one and I think its a single texture.
  12. Save your .bmp files into the temp texture folder and they should show up. That folder takes priority over the .zip files Textures need to match existing texture names. I think theres a way to edit the .skins file to insert your own, but the easiest way is to just put your textures, with matching file names, into the temp textures
  13. Im sure arguments were added to accommodate additional functions in the a10, but I dont have a list. Does this image help?
  14. try: \Bazar\World\Shapes\A-10.EDM keep textures as ,bmp when in temp textures. Actually dds might be fine if they show up properly. Then later convert them into dds and insert them into the proper .zip file for final use. Or, you can create your own zip/dds package, then modify a line in one of the config files so the game recognizes your new package
  15. Install the model viewer package normally. Use the file here to run it: http://forums.eagle.ru/showpost.php?p=1268545&postcount=5
  16. I am interested in the process. Does the uploader need to provide a license file and key/ validation program of some sort in their upload package? It might be tricky if each person uses their own copy protection method and the user needs several difference licensing/ key description programs/ etc. How does the maple flag stuff work? Does it decrypt the mission file on the fly or is it a one time decryption then you have the real .miz file to play around with, etc
  17. http://itunes.apple.com/us/app/iwarthog/id441020577 That?
  18. yes!! exactly what I need!
  19. Thanks Deadman. Always good to hear from ya :) Viper: that's exactly why I'm unsure about it. It looks too generic and not like a maintance facility n stuff. It has the exact dimensions as the existing model for what it's worth
  20. I started working on this toward the end of finishing up the new hardened aircraft shelter I made. I cant decide if I like how this turned out or not. So rather than scrap it, I thought I would post it here to get some input. Its not totally polished, but its mostly finished: Other than me, credit goes to OldCrow for the unwrapping
  21. From my guess. LOM will work, just like it does in current DCS titles. You will not have the benefit of the upgrades that EDM gives you though
  22. Have you made your changes to the assemblescenes.cfg file and inserted your own file paths?
  23. I thought about that, but only using the classname 'hanger' do the doors actually move when an aircraft is present. Otherwise, they will all be open forever :( In the Maps, section of the materials. Change all '100' values to '0'. even if they appear unused
  24. Windows remote desktop does not allow 3d programs to run so yes, that is your issue. Use VNC
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