

Urbi
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Everything posted by Urbi
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One could debate this for pages. When purchasing one or more models for use in games, it is a requirement for the providers of such models, such as TurboSquid, to then offer them encrypted in games, as stated in the turbosquid-3d-model-license. Excerpt: "Redistributing or otherwise making TurboSquid 3D Models available to end-users. If you are redistributing something that includes actual 3D Model files, the 3D Model files must be incorporated into a larger creation and not in an open format that others can be downloaded. Most game engines, such as Unity and Unreal, handle this automatically. In general, to prevent your end-users from obtaining TurboSquid 3D Models, you should use proprietary formats that cannot be extracted, exported, or decompiled without reverse engineering." which means that ED could have acquired such models itself, since the free use of such models in games for a commercial company is permitted under the above conditions. So it's to be expected that Currenthil's assets will also be encrypted. As for the descriptions of the individual models, I think ED could offer these so that liveries could be derived from them. You can then also view your work in ME. It's just a bit more complex.
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IDF Mods Project | F-16D/I Mod V3.9 - Official Thread
Urbi replied to Omer.d's topic in Flyable/Drivable Mods for DCS World
Hello Carlo! To kill time. I hope this helps. https://e.pcloud.link/publink/show?code=XZsJ5EZfesbrWGXjCY6mt2oUOjyBViT67Ok -
Hello Mr. Utplayer01! Even your headline is wrong. How wisely do you claim that these mods are dead and that you're bringing them back to DCS? Your work on the J-35 is a compilation of Lua content by copying and downloading the entire content of these mods. I would strongly advise you to familiarize yourself with the licensing terms of the rights holders. I can't find a single indication that the rights holder of the J-35 has granted you the right to redistribute it. Your work now consisted of redesigning the J-35's armament, which seems to be where you've confused the J-35 with the F-35. I'm not aware that the PLLAF uses the METEOR, IRIS-T, and AIM-132, and you also think you're stealing the content of other mods. The J-10A is still active. See https://forum.dcs.world/topic/306543-j10-a-community-mod/#comments. However, like others, he has problems using FC3. You can, of course, make changes to the mod and use them for your own purposes. If you want to share this content with the community, then only share it with an appropriate explanation and description. Translated from German
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No Textures on Static Model in DCS
Urbi replied to the animaniac's topic in Static/AI Mods for DCS World
It's not fundamentally the program used to create a model, but rather the application of texture assignment: Diffuse, Normals, Specular, and Roughmet. These are the main textures for a model's exterior appearance. DCS uses these terminologies. Other simulators use different ones, such as Alberto for the diffuse texture. The diffuse texture is always the base texture and should retain its clear name. In your example (satellite_bottom; satellite_middle; satellite_top), the name for FARB, since it also exists in ED, should have the suffix satellite, i.e., satellite_farp. All assigned layers on the model are then created from these names. For NORMALS, "_normal," for SPECULAR, "_spec," and for ROUGHNESS_METALLIC, "_roughmet." Your description could then look like this: livery = { {"satellite_farp", DIFFUSE, "satellite_farp", false}; {"satellite_farp", NORMAL_MAP , "satellite_farp_normal", false}; {"satellite_farp", SPECULAR , "satellite_farp_spec", false}; {"satellite_bottom", DIFFUSE , "satellite_bottom", false}; {"satellite_bottom", NORMAL_MAP , "satellite_bottom_normal", false}; {"satellite_bottom", SPECULAR , "satellite_bottom_spec", false}; {"satellite_middle", DIFFUSE , "satellite_middle", false}; {"satellite_middle", NORMAL_MAP , "satellite_middle_normal", false}; {"satellite_middle", SPECULAR , "satellite_middle_spec", false}; {"satellite_top", DIFFUSE , "satellite_top", false}; {"satellite_top", NORMAL_MAP , "satellite_top_normal", false}; {"satellite_top", SPECULAR , "satellite_top_spec", false}; } A specular is automatically replaced by a created roughmet texture with the addition of the diffuse roughmet. So, if you have a roughmet, the entry for the specular is no longer necessary. (specifically, "satellite_bottom_roughmet") I replaced your textures and created a fictitious 03, since it doesn't exist. The pixel resolution of 8192x8192 is not necessary for this project. https://e.pcloud.link/publink/show?code=XZxtq6ZQdlUXg5nkiStHF5lNEFu8VnTUk4y -
Cold war map TOMCATZ-Mod
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Now, everyone can decide for themselves whether they break the IC with this mod. What I noticed is that the two texture zip files offered for download contain no changes at all. The timestamp of all included textures is the same as that of the original. So, your work only consists of changing the shadingOptions.lua. Just explain what you're doing. I would call that cheating. Both the contents of the download folder and the original folder can be compared by unzipping them.
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More than superfluous. With ED's settings, you can create your own color scheme. Gamma can be adjusted individually. ED also offers a color gradation LUT option with 15 options.
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Hello Carlo, hello Eric! If you didn't live in the former GDR, you shouldn't presume to decide which colors the former GDR used for the L-39 as a training aircraft for future pilots. The liveries selected by ED as a basis for the GDR are correct and accurately reflect how it looked at the time. Eric can certainly label these as fictitious. Everything else is just historical embellishment and untrue.
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Thanks for the work. There are a few bugs, but it's finally possible to correctly display the national emblems of some Eastern Bloc countries before 1990. I wish the mod hadn't been released as a replacement for the MiG-23MLD.
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There is only one texture that does not begin with B47: racsal_body
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Hello Flanker1! Are you out of date? Dynamic numbers make no sense. Firstly, they are not three digits and secondly, they contain this error, which has not been corrected for 10 years, of the number pair not being on the same plane. The GDR logo cannot be displayed correctly on the vertical stabilizer because it is mirrored. Even in the first picture from sonic_NO, the NVA coat of arms is incorrect. Black in the coat of arms is always shown when viewed from the left. Also on the wings above and below in the direction of flight. I hope Sonic_No also makes the effort to create proper working labels. Normals do not work either because this layer is not assigned.
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fixed internally for later update generating boarding numbers
Urbi posted a topic in Bugs and Problems
The assignment of ARGs 31, 32, and 442 to generate the board numbers no longer works. All M-8 .edms received a change in April. -
Military Assets for DCS by Currenthill
Urbi replied to currenthill's topic in Static/AI Mods for DCS World
It's possibly just a minor error when comparing "MiG-29MU2_ADM-160B.lua" and "MiG-29MU2_JDAM-ER.lua." In the warhead entry, in line 3, "MiG-29MU2_JDAM-ER.lua" has "local" in front of it. "MiG-29MU2_ADM-160B.lua" does not. -
TOMCATZ Wouldn't it be better to work on an existing model? https://sketchfab.com/3d-models/mig-23-mld-7a13c91f07e042a685b4d265644fdc06 it is still a free model.
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[DCS FC3] MiG-29 Complete English Cockpit Mod
Urbi replied to Devrim's topic in Utility/Program Mods for DCS World
If you follow keks166's (edited) advice from July 30, 2024, don't be surprised that the English cockpit doesn't work. The default folder is overwritten with every update. For the English version, "default" should have an additional folder named "English". Please note that the links in the descriptions of A and G replace the "default" entry with the Liveries folder of S. -
szcz13 Would it be possible to fix the bug with the pilot's texture? You used a vertically mirrored UVW and then applied the helmet correction to it. Texture areas were overlapping, which I consider the worst modeling mistake. The only exterior texture also comes without a normals assignment. What a shame.
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Cold War Sale | Currenthill Assets | Contention PVP Servers
Urbi replied to Graphics's topic in Official Newsletters
Is ED breaking new ground? I don't really understand the approach. Currenthill hasn't created a single model himself. At least, none that I know of. All models have been acquired or purchased. If I'm wrong, there was no requirement for original work to be done in order to adopt mods. -
You misunderstood. A roughmet must first be created in order to be able to enter it in the description for standalone liveries with, for example, a metallic effect. There's only an empty texture for the normals. Copy the zip file into the mod's texture folder. Then you'll have a roughmet as well as normals for the outer skin model. Overwrite.https://e.pcloud.link/publink/show?code=XZ2jodZS5BGekovph8fOiI2d9i15RHnV47k the download is limited to 1 month
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Your statement is simply wrong. ROUGHNESS_METALLIC replaces the old standard of SPECULAR. If no SPECULAR is present, a base roughmet must first be present in the description entry to use a custom roughmet. This belongs in the texture folder and is given the name DIFFUSE of the model's assigned texture, followed by _roughmet. In this case, the U-2, this is u2_tx.dds. So for ROUGHNESS_METALLIC, the name is u2_tx_roughmet.dds. Incidentally, there is also an assigned normal for the model. It is u2_Bump.dds. In the first image, the U-2, and in the second image, the U-2s, unfortunately, are very poorly rendered. Both by Hawkeye60.
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I support Megalax's statement regarding the pixel ratio. ED uses a pixel ratio of 4096x128 for the B-52H and C-47's ship numbers, since the number bar also contains letters. VZ_342 should simply copy one of these textures and enter it as false in the description. The name of a false can be anything, so he doesn't have to change the name of the texture itself. I also think ED uses the same texture scheme for the F-5E3.
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DCS completely freezes on main menu right after the initlal loading screen
Urbi replied to Vnavspeed's topic in Game Crash
Just try the following: Open the task manager. Start the launcher. Search for DCS.exe. Then go to Details. Start the game. Wait until the login and authentication are complete. Then select the priority for DCS.exe and set it to Real Time. The game should then run without any freezes. -
Миг-35 80 лет освобождения 9 мая
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The missing texture was just the corresponding assignment. With the modified shapes, the peacock's texture area is also present. It's fine. Even you didn't notice that you didn't have any roughmet.
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If DCS.exe only starts with the application priority set to "Normal," don't be surprised. If you leave the task manager open and wait for the processes to start DCS.exe, and after logging in and the subsequent authentication, set the priority to real-time, the sim will run with acceptable performance. After the last update, an orange icon appears in the taskbar. The priority should be set exactly when it's orange.