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Urbi

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Everything posted by Urbi

  1. am not interested in the following explanations from CH, as my post was only referring to abburo's initiative. ED made a clear statement about the acquisition of Massun92's assets. To make it clear again, CH's assets will never be included in the core of ED. By the way, I also do not agree with modders tinkering with the weapon data. CH is partly to blame for the fact that the luas are no longer available for all ED data. ED also made a statement about this step, which was then ignored by some modders. CH = currenthill Thank you for your wisdom. It's actually just a confirmation that a CH hasn't created a single model himself.
  2. Currenthill! To be clear again. Your assets will never be included in the core game by ED, as you are not the author of the models used in your assets. My first comment was not about everything you noted in the previous text. Nobody is forbidding anyone from acquiring your assets. They are good works as assets. And once again, you owe me an answer. Name a model in a mod for DCS that you created as the sole author.
  3. currenthill! ED has made it clear that third-party work should not be used. Only work that clearly names the creator of the model created by the modder. Please name a single model that you yourself modeled as the creator. When purchasing a model from a seller, the buyer is subject to the terms of the license specified there, which basically means that you cannot sell your work unless you purchase the full license for a model.
  4. Once again, this is just stupid talk. I don't know of a single model from CH that he modeled himself. CH is a master at duplicating and animating models he has acquired from the internet to implement his assets. He has always emphasized this in his texts. ED has given certain criteria for such a step of incorporating them into the core of his game, which are not met here with CH.
  5. A short-term solution: when you start DCS, click on the left button and open files. Deactivate all modules listed in the authentication. Start the sim and then turn it off again. Start DCS again and reactivate the deactivated modules. This should work for all FC3 owners.
  6. A short-term solution: when you start DCS, click on the left button and open files. Deactivate all modules listed in the authentication. Start the sim and then turn it off again. Start DCS again and reactivate the deactivated modules. This should work for all FC3 owners.
  7. Hello tripod3! You are the 3D expert. The model itself is fine. Everything is cleanly outlined. There are no sharp transitions. Completely sufficient for an AI the size of the aircraft. The canopy frame is not very original and too narrow. But that is your job to fix it. Cdpcobra has released the MAM_EC121 as WIP. Look at the animations and the positioning of the props there. This makes it possible to create the blade effect without having to position the rotor blades on the model. These are automatically placed in their places with the blade adjustment. Change the identified defects and it will be a good mod. Look at my liveries. You can always get more out of a livery for the model.
  8. hello tripod3! took a look at the forum. nice that you've reached the finale. Error B-47: Material specification Material.004 for B47_fuz.dds " {"Material.004",DIFFUSE,"B47_fuz", false}; " Material specification rascalarm Material.004 " {"Material.004",DIFFUSE,"tu22_fuz_parts2", false}; " . this means that the texture tu22_fuz_parts2.dds is not loaded. "I've corrected everything" you wrote somewhere above. you simply assigned the texture areas for the flaps of the landing gear bays of the B-47 somewhere. those on the fuselage on the entire area of the fuselage sides, top, bottom, left and right. your UVs then also resemble those of a pattern for clothing. that is something a modeler should generally avoid. area to be placed on an already existing assigned area. The same applies to the undercarriages under the turbines. Over 1000 B-47s were manufactured. You should be able to create lots of liveries. But if areas on the textures are affected that need to be used for certain details, then it is simply not possible.
  9. hello tripod3! keep it up! tackle problems and solve them. please note that the brake parachutes may have a different scale when using the other models. thanks. here is a rare picture of the Tu-128M with brake parachute. please look at the landing lights in the picture. these are recessed in this place as hemispheres.
  10. @Sinzov! Don't you think your answer is a bit off? The textures exist for both sides and the right area only needs to be assigned for the right side of the fuselage. Since the textures are similar, you have to note that the right side of the fuselage is not correct. On the model it is the opposite, so numbers and logos have to be mirrored horizontally. There is a saying: "why do it simply when you can do it complicated." For everyone who voted for his answer. Sinzov forgot that you can also give the double numbers, which can be read from the left and right, a different color. It is simply an error in the implementation of the model. But the way you suggest it does not solve errors.
  11. Thank you for your efforts. I really appreciate it. You shouldn't be superficial. You have the option of correcting everything when modeling by asking. I had forgotten the lights in the ARGs. You don't have to animate any lights. You only need to set the lights at certain points. Perhaps a small 3D sphere in the color of the position lights. For the folding out of a recessed light on the fuselage, half a sphere that is animated would be sufficient. The circle is sufficient for the texture for this. The light effects themselves come from the light.lua from ED and there are many ways of adjusting the color and strength of these by entering them in the lua.
  12. Hello tripod3! All the models you have presented here had parachutes in real life. Both the Americans and the Russians used round parachutes for these. One in total. Don't you have one? That you can use in an animated manner. I'm also sad that none of your models have more than 10 ARGs (suspension, rudder and also gun turrets). The B-47 comes off the worst. The flaps on the undercarriage are simply the same as a paper model. For the main undercarriages with double wheels, you should take a look at the animation and associated ARGs on the Mig-31. I think all the models are great. You can make more out of them. Unfortunately, you haven't removed the reflection of the right side of the fuselage on the Yak-28, so you can't create liveries. What a pity.
  13. change the folder in the liveries to "Tu_128M"
  14. Tu-128M extract : Pylons = { pylon(1, 1, 0.0, 0.0, 0.0, { use_full_connector_position = true, connector = "Connector_4" }, { {CLSID = "{R-8M1R}", attach_point_position = { .50, 0.180, 0.000,-0.25}}, -- R-8M1R {CLSID = "{R-8M1T}", attach_point_position = { .50, 0.180, 0.000,-0.25}}, -- R-8M1T } ), pylon(2, 1, 0.0, 0.0, 0.0, { use_full_connector_position = true, connector = "Connector_2" }, { {CLSID = "{R-8M1R}", attach_point_position = { .60, 0.180, 0.000,-0.25}}, -- R-8M1R {CLSID = "{R-8M1T}", attach_point_position = { .60, 0.180, 0.000,-0.25}}, -- R-8M1T } ), pylon(3, 1, 0.0, 0.0, 0.0, { use_full_connector_position = true, connector = "Connector_1" }, { {CLSID = "{R-8M1R}", attach_point_position = { .60, 0.180, 0.000,-0.25}}, -- R-8M1R {CLSID = "{R-8M1T}", attach_point_position = { .60, 0.180, 0.000,-0.25}}, -- R-8M1T } ), pylon(4, 1, 0.0, 0.0, 0.0, { use_full_connector_position = true, connector = "Connector_3" }, { {CLSID = "{R-8M1R}", attach_point_position = { .50, 0.180, 0.000,-0.25}}, -- R-8M1R {CLSID = "{R-8M1T}", attach_point_position = { .50, 0.180, 0.000,-0.25}}, -- R-8M1T } ), },
  15. This download contains all liveries and textures that were affected by a bug. Delete the old folders first. Compare the liveries to see if there are any others that are not included in the download. https://www.dropbox.com/scl/fi/twixud8co0oova8lcodyz/Military-Aircraft-Mod.rar?rlkey=2k3eex99v11vxvxtom1vgibs9&st=4m4675iw&dl=0
  16. You probably won't enjoy it because this download contains all the faulty textures.
  17. you write about 3 other downloads. Nobody knows which ones you mean and whether they even belong to MAM. If you compare the content of these downloads and these elements like luas and folders with the same name as those of MAM match, then you are only copying these contents to MAM. (MAM = Military Aircraft Mod)
  18. Hello Stratos! I would have expected a little more knowledge from you. Didn't you just write before that everything is perfect? Correct, the view of the cockpit is 2 meters above the hood of the Su-17M4 model from ED. On github you can get all of ED's AI to fly. In the model lua there is the entry "brakeshute_name". For this specialist CivorodoM, this has a zero, which means no function. Everything is just copied anyway. Replace the zero with a four and the brake parachute works. Key combination "P". The bicycle has been reinvented, you can quickly turn a Su-17M4 into a Su-22M4. No additional details were modeled, apart from tinkering with the weapon data. I am curious to see whether it will still be possible to use the FC3 cockpits after the FC2024 update. Hello tripod3! There is an official PSD for the Su-17M4. it is very clean with a resolution of 4096x4096. "SU-17-OKRAS-01 TEMPLATE by Wodzu" you can then create a better roughmet so that not only the paint is visible. the Su-17M4 has no normals. so that you can see lines and rivets on the skin you can use these layers in the roughmet. yellow is best for this.
  19. Hello Hawkeye60! You can get advice from tripod3 on how to eliminate the incorrect light source settings. I also advise you to remove all the material discs for the propellers. I once gave you advice that only provided a transparent texture for the propellers. A disc as a material will always be reflected against light, even if it is glass and fully transparent. Please also take a look at the EC121 from VSN. Cdpcobra has managed to make the blade effect for the rotor blades fully functional. This would be another qualitative gain for all your propeller planes.
  20. The Su-7 fits in with the era of the Tu-95k, so I included it in the picture. I still have to create 1 or 2 liveries, then I will upload the Cuban mod again.
  21. always give the child a name. never use names that are generic. texture, glass etc. "fuselage_Tu95" ,"wing_tu95" would be alternatives. but if the texture name already exists you can use that. At the moment I have removed the entries, but a livery is impossible because the KH-20 now has the texture of the wings. you are on the right track. the external textures and the modeling look really good. you learn from mistakes. nobody is perfect.
  22. Hello tripod3, with all due respect for your work, but you have to get used to adhering to certain standards. Materials that are all intended for a texture should first be given the name of the texture and secondly be combined into one. For the Tu-95 there is material001 for the wing. The same name is used for the KH-20. If I want to create a livery for the KH-20 and use it for a specific livery of the Tu-95, I have to enter the entry for the KH-20 in the description of the Tu-95. If the name is the same, I then have the texture of the KH-20 on the wings.
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