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Urbi

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  1. This is a temporary solution, as the creators of "FlankerEx by Codename Flanker" have not yet offered a solution. It's primarily the Weapons_AS that are causing units to not be displayed. This one is from the Su-30M2_SFM version. All units are displayed. Weapons_AS.lua
  2. all luas in loadouts without which units are not displayed. Loadouts.zip
  3. It's not a problem with the model. This problem has long since been solved. It was caused by an incorrect conversion, either by the Intel tool or the Nvidia tool. Check all textures on the outer skin for their size (including normals and roughmet). These should have a size of approximately 21.3 MB at a pixel resolution of 4096x4096 and Mip s. If one of the textures is larger, open it with a paint program (Gimp, PS, and PaintNet are possible). Then simply save it as a .dds file, and you're done. In my opinion and knowledge, the normals texture, as shown in the image, is "KillermachineSu30wg_n.dds." Look for it in the zip file in the textures folder (possible folders are Su-30.zip and Su-30MK_SFM_textures.zip).
  4. In the cockpit animation, you can see that the mirror glass is misaligned. The horizontal orientation of the mirror texture should be selected for all mirrors. This would be easily solvable if only the mirror texture were correctly positioned. The same error also occurs on the Su-25SM3.
  5. lights_data = { typename = "collection", lights = { [WOLALIGHT_LANDING_LIGHTS] = { typename = "Collection", lights = { { typename = "Spot", connector = "MAIN_SPOT_PTR_01", dir_correction = {azimuth = math.rad(-2.0)}, argument = 208, proto = lamp_prototypes.LFS_P_27_1000, exposure = {{0, 0.79, 0.81}}, power_up_t = 0.75, movable = true, }, { typename = "Spot", connector = "MAIN_SPOT_PTR_01", dir_correction = {azimuth = math.rad(-6.0), elevation = math.rad(-12.0)}, proto = lamp_prototypes.LFS_P_27_1000, exposure = {{0, 0.79, 0.81}}, power_up_t = 1.25, movable = true, }, }, }, [WOLALIGHT_TAXI_LIGHTS] = { typename = "Collection", lights = { { typename = "Spot", connector = "MAIN_SPOT_PTR_02", argument = 208, proto = lamp_prototypes.LFS_R_27_250, exposure = {{0, 0.79, 0.81}}, movable = true, }, }, }, [WOLALIGHT_NAVLIGHTS] = { typename = "Collection", lights = { { typename = "Spot", position = {-9.670, 2.406, -1.700}, direction = {azimuth = math.rad(180.0)}, argument = 192, proto = lamp_prototypes.HS_2A, angle_max = math.rad(180.0), angle_min = math.rad(170.0), }, { typename = "Spot", connector = "BANO_1", dir_correction = {elevation = math.rad(45.0)}, argument = 190, proto = lamp_prototypes.BANO_7M_red, angle_max = math.rad(120.0), controller = "Strobe", mode = 1, power_up_t = 0.5, cool_down_t = 0.5, period = 2.5, reduced_flash_time = 0.45, phase_shift = 0.0, }, { typename = "Spot", connector = "BANO_1", dir_correction = {azimuth = math.rad(90.0)}, proto = lamp_prototypes.BANO_7M_red, range = 9.0, angle_max = math.rad(70.0), angle_min = math.rad(50.0), controller = "Strobe", mode = 1, power_up_t = 0.5, cool_down_t = 0.5, period = 2.5, reduced_flash_time = 0.45, phase_shift = 0.0, }, { typename = "Spot", connector = "BANO_2", dir_correction = {azimuth = math.rad(180.0), elevation = math.rad(45.0)}, argument = 191, proto = lamp_prototypes.BANO_7M_green, angle_max = math.rad(120.0), controller = "Strobe", mode = 1, power_up_t = 0.5, cool_down_t = 0.5, period = 2.5, reduced_flash_time = 0.45, phase_shift = 0.5, }, { typename = "Spot", connector = "BANO_2", dir_correction = {azimuth = math.rad(90.0)}, proto = lamp_prototypes.BANO_7M_green, range = 9.0, angle_max = math.rad(70.0), angle_min = math.rad(50.0), controller = "Strobe", mode = 1, power_up_t = 0.5, cool_down_t = 0.5, period = 2.5, reduced_flash_time = 0.45, phase_shift = 0.5, }, }, }, }, }, [WOLALIGHT_FORMATION_LIGHTS] = { typename = "collection", lights = { {typename = "argumentlight" ,argument = 88,}, }, }, }, }, -- end lights_data This is an example of your four selected lights. All prototype lights are variable. Strobe functions are defined for ARGs 190 and 192. If you don't need them, delete the corresponding lines in the controller.
  6. Mister Draker35, there is a suspicion that there is a script in the DLL that executes a command outside of the actual program and changes something. Possibly the recording of the user's IP address. This isn't the first time that the virus has been recommended to be disabled. I had previously alerted BIGNEWY to such an activity (recording of the IP address) from a DLL. Personally, I don't trust Heatblur Simulations one bit. (SUPREMA Sp. z o.o. z o.o.) That is my opinion, and I have my reasons for it. And once again, I ask that this virus annoyance be removed.
  7. Dear ED Team! A solution is being offered here that isn't actually a solution. After the last Microsoft Defender update, at least for Windows 11, the DLL uploaded by Heatblur Simulations is detected in the bin-mt folder as unwanted or dangerous software. It is unacceptable that I am asked to disable the protection for my PC and allow this DLL to access my PC. No other DLL allows a similar situation. Since this DLL is provided with the ED update, I request ED to resolve this situation as soon as possible. It is a violation of data protection regulations. I do not grant the Heatblur Simulations consortium the right to access my PC. I have now been forced to delete the Heatblur Simulations F-14 Mod to prevent damage to my PC.
  8. For the dinghies on the left side, the texture area is not assigned. This only applies to the Type21.edm. The peacock_class_HULL texture is also missing.
  9. Dr Zarius! All beginnings are difficult. Copy the autoexec.lua to saved games/edModelViewerTrunk. I have now inserted your name as the user. Correct it if it is not correct. Also note that this lua is written for the version "DCS.openbeta". If necessary, change then see entries too. DCS World will then only say "DCS". You can then see your liveries in the MV. autoexec.lua
  10. Dr Zaius! To find out exactly which textures it is you should load the Type21_Badur.edm in the MV. The missing texture will then be displayed in the textures tab.
  11. I was expecting the request. You were already on the right track with your answer from February 20th. What is shown for the board number on a different background? For the frame you have to make the area of the square of the texture B-52H_Local transparent. And enter the texture in the description as follows: {"B-52H_Local_DECAL", DIFFUSE , "B-52H_Main_1_DIFF", false}; {"B-52H_Local_DECAL", DIFFUSE , "B-52H_Local",false}; the entry for "B-52H_Main_1_DIFF" was of course changed according to your information. I used your textures for the camo. For the SIOP I touched them up accordingly. A note for the paint work. ED has an alpha channel on all B-52 Roughmet, which shows the lines and rivets, and the red channel can be used for an AO. Here are the entries for a generic design. ED offers the use for 5 squadrons. So you create a folder with the name of the Sqd and the number and copy a description into this folder. Then you replace the contents with the following entry: livery = { } countries = { "USA", } custom_args = { [442] = 0.0,-- Bortnumber 100; -0.1 empty ; 0.0-0.9 number 0-9 [31] = 0.3,-- Bortnumber 010; -0.1 empty ; 0.0-0.9 number 0-9 [32] = 0.6,-- Bortnumber 001; -0.1 empty ; 0.0-0.9 number 0-9 --[52] = 0.0,--69th Bomb Sqd "MT" KNIGHTHAWKS --[52] = 0.1,--69th Bomb Sqd "MT" checkered gray-red ribbon --[52] = 0.2,--23th Bomb Sqd "MT" Barons --[52] = 0.3,--2nd Bomber Wing "LA" Barksdale blue [52] = 0.4,--2nd Bomber Wing "LA" Barksdale red --[52] = 0.5,--2nd Bomber Wing "LA" Red Devils --[52] = 0.6,--307th Bomber Wing and 93rd Bomb Squadron AFRC AIR FORCE RESERVE COMMAND "BD" --[52] = 0.7,--empty } this is the example for "2nd Bomber Wing "LA" Barksdale red AF60 036" To remove AF60 and the zero on the fuselage, the main files "B-52H_Main_1" and "B-52H_Main_3" would have to be changed, which would break the IC.
  12. Great work after Cubanace's re-entry. Mig-23UB no improvement after 6 years of hard work by Cubanace. Su-7 no improvement after 8 years of hard work by Cubanace. Su-57 only improved content in the luas after 8 years of hard work by Cubanace. Yak-38 presented for the first time. After about 3 years of hard work by Cubanace, it can be described as bad. (all models used are good models) I make my statement after a thorough analysis of the individual models. To be clear again, Cubanace did not model a single model or any of the cockpits themselves. All modules have a mess of textures. JPG, BMP and PNG are all included. The ED standard for textures dds is not adhered to. Dozens of texture formats are wrong. It is particularly bad with the Yak-38. Half of the textures are not necessary. The flaps for the undercarriage are not assigned at all. These are plain material. All of the main textures for the outer skin have been assigned a normal except for the vertical stabilizer. In the cockpit itself there is only color. The roughmet is all wrong. After 8 years of hard work, Cubanace is not adhering to the standards for the Arg`s. No suspension on the undercarriage. On the main undercarriage on Arg 3, the animation does not start at 0.0 to 1.0 but at 0.95 to 1.0. The animation for folding the wings on Cubanace is on Arg 25. Arg 25 is the standard for lowering the arresting hook. The openings on the air intakes are closed by flaps. Cubanace simply left these out. He has air holes. The team for the Yak-38 also seems to no longer exist. Landing on a carrier is impossible. The Yak-38 goes into hiding after flying over the carrier. Everyone can make up their own mind.
  13. To be able to use the original ED folder for the liveries in Bazar, which the VSN mod has a different name for, you can create them using an assignment in the VSN_TornadoIDS.lua or in the VSN_TornadoGR4.lua. Add the entry livery_entry. this place as an example: Name = 'VSN_TornadoGR4',--AG DisplayName = _('VSN Tornado GR4'),--AG Picture = "Tornado_IDS.png", Rate = "50", Shape = "VSN_TornadoGR4", WorldID = WSTYPE_PLACEHOLDER, livery_entry = "tornado gr4", and for the IDS Name = 'VSN_TornadoIDS',--AG DisplayName = _('VSN Tornado IDS'),--AG Picture = "Tornado_IDS.png", Rate = "50", Shape = "VSN_TornadoIDS", WorldID = WSTYPE_PLACEHOLDER, livery_entry = "tornado ids",
  14. hello Cubanace! thank you for your cooperation. I will also meet you halfway. Your license text for the Mig-23UB: DISCLAIMER: This mod is in no way affiliated or endorsed with the manufacturer of Mikoyan-Gurevich, nor' sponsored as any officialized content. This freeware modification in the Digital Combat Simulator (DCS) World follows under the EULA and Terms of Service provided by Eagle Dynamics. 3D Model and 3D Cockpit created by Arthur "citizensnip" 3D model Licensed: "Attribution 4.0 International (CC BY 4.0)" since I and others have to assume that the mods are no longer freeware under these conditions, I hereby officially prohibit you from using my textures for the Mig-23UB and also for the Su-57. I will not allow you to use my work for your new business model. Translation with Google translate
  15. It's what brought CubanAce into disrepute a long time ago. His false claims. He stopped the Su-7 and Mig-23UB mods and took all downloads offline. His excuse is so untrue that you can't believe it. If the users have to pay all the costs for his hobby, it has nothing to do with non-profit. I have a subscription with Drpbox for 2 TB of data for 136 euros a year and for Photoshop for 20 euros a month and I don't beg for donations for my work. Strangely, the Yak is missing from his list. Apart from the Su-57, all the others are AI, which is assumed to have the old content of the previous downloads. Cubanace was accused of fraud in 2016.
  16. Who wouldn't want a cash cow like that? The Mig-23UB had over 8000 downloads and the Su-57 had a lot more. So if you can do the math. Every month.
  17. A-10C_75_1-a_80-241.psd A-10C_75_1-b_80-241.psd
  18. Hello Hawkeye60! Nice to see that you have assigned a normal for the Westland Wessex. Unfortunately, the joints look like gutters. A tip from me for an improved look. You can change the normal in the paint program by reducing the contrast for the texture. PS - Image corrections - Brightness/Contrast - slider Contrast to the left until it stops. Repeat the process 2-3 times and look at the result.
  19. Just look again at the second picture you posted. You selected the Growler there. The tanker has the display name 'F/A-18 Super Hornet Tanker' and is not marked yellow. There are also no pylons shown.
  20. the MAM_A400M_B.dds that I am offering can only be inserted into the Military Aircraft Mod.zip in the textures folder. This must be replaced in the zip. As long as this is not done, the faulty texture will always be loaded. There is another possibility. In the liveries, create an additional folder called "texture" in the "A400M_Atlas" folder. Copy the MAM_A400M_B.dds into this folder. Each description of the individual livery must then have the following additional entry: {"MAM_A400M", NORMAL_MAP , "../texture/mam_a400m_b", false};
  21. Since cdpcobra has also added new functions in his patch, the zip from the texture folder is overwritten by the one I provided in the above post. In the zip provided by cdpcobra, the MAM_A400M_B.dds is still defective. Drag this texture into the "Military Aircraft Mod.zip" in the textures folder and confirm the overwrite. MAM_A400M_B.dds
  22. Large livery package. J-727 and J-733 of the Fuerza Aérea de Chile are new. All others are adapted from the FS2004 model from Virtavia. https://www.dropbox.com/scl/fi/mocfpt1hx5faxy7cuwmow/VSN_Mk6.rar?rlkey=vhzsrpx8rc8inheg9886v5vj8&st=1rhk0urd&dl=0
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