Jump to content

Urbi

Members
  • Posts

    734
  • Joined

  • Last visited

Everything posted by Urbi

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. It should be the case that you cannot select these liveries in the game. If you have copied the entries from the description from ED, it will be like this. Change all entries in your description with "specular" to "ROUGHNESS_METALLIC". New trick from ED.
  7. First correct the hull side. The texture exists, you just need to reassign the texture area. That should be the easiest way. Mirroring textures is not good. Creating decals on Args 31 and 32 would of course be good. The standard number textures for Russia can be used. There was also a bump that was used for both sides. You have now deactivated the normals. When activated, the same texture can be assigned to each side. Only 2 textures need to be created. As mentioned, with the same content. Yak_28_fuz_2_normals and Yak28fuz_normals.
  8. Hello Tripod 3 - you can see that you are making a lot of effort to keep improving the quality of the models in the mod. With the removal of the incorrect lighting, everything looks much better. I would be pleased if you would pass on this knowledge of the removal to Hawkeye60 (with at least 2 dozen mods with this error) and walrusw with his An-12. For the Yak-28, the texture Yak_28_fuz_2 is intended for the left side and the texture Yak28fuz for the mirrored side on the right. Now the fuselage part on the left side is mirrored on the right side, which does not allow a livery with a number. You have now made a different assignment of the texture areas.
  9. walrusw A specular with the name of a roughmet is declared. I can't use a roughmet as false because there is no roughmet for the main texture. You should have called this roughmet _spec and then the same texture again _roughmet, then you will see the difference. that is not your roughmet. one I adapted. which I declared as false is not loaded in the game. In the viewer as spec. it is loaded from the texture folder. there is no roughmet specified for a ROUGHNESS_METALLIC. look at the description at Heatblur Simulations. there is no entry for specular and only a single direct assignment for ROUGHNESS_METALLIC.
  10. hello by civorodom. it is simply nothing more than a renaming of the Su-17M4 AI from ED. since the model does not have an Args141, the pilot stays in the plane when using a cockpit like the Su-25. you have to choose a position for the Su-25 cockpit that is higher up, i.e. outside the plane.
  11. hello grim_reaper68 what should I do with the article. First of all there is no roughmet and the texture has no AO either. Simple, as is known from FS2004. Use your wisdom and try the AI from ED. There are enough. Mig-23/27. C-17A, CH-53, CH-47 etc. etc. The above is an example and should only have practical value. Completely sufficient for an AI.
  12. Any texture that is not assigned to a specular can be given a ROUGHNESS_METALLIC by creating a simple orange texture in 512x512 with the appended font _roughmet to the main texture. If specular textures exist, an additional texture _roughmet is then required. In the specific case of the Su-15, the designation for _rg was wrong at the end, since the textures with the designation of an rg in the text are purely specular. In order to use ROUGHNESS_METALLIC or the 13 in the description and to be able to assign this as false, a roughmet must be present. su15_fuz_clear_A is the main texture 1 and su15_hvost_clear is the main texture 2. The corresponding ROUGHNESS_METALLIC are then the names of the textures su15_fuz_clear_A_roughmet and su15_hvost_clear_roughmet. The texture with the _mim extension is then treated in the same way. You can create a separate ROUGHNESS_METALLIC for each texture in the textures folder. A roughmet automatically replaces a specular if a ROUGHNESS_METALLIC is present. As is the case with ED, there are only roughmet textures for the F-16c, but the assignment in the description has a specular assignment with a roughmet texture. Ed should be surprised if she simply leaves out the specular two-part, because the roughmet textures of her main model are only loaded as specular. Users who have created paint jobs for the F-16c use the entry ROUGHNESS_METALLIC instead of Specular in their descriptions. This works because, as mentioned above, there is a roughmet for the main texture, probably with the correct name using the _roughmet suffix.
  13. Why assign a texture to Specular when there is no such texture? If you had left out this assignment, the roughmet you created would have been loaded automatically. A _rougmet is only loaded as secular and not as roughmet.
  14. And also the camo.
  15. so that it is then complete.
  16. You don't have to rely on what came with the model.
  17. "Ghostmaker"and Strikesabre98" it would be good to read properly. I have given a solution to this problem on the previous page since it was caused by me. https://forum.dcs.world/topic/218567-militariy-aircraft-mod/?do=findComment&comment=5396650
  18. It all looks very good, but there are a few bad things. The pilot's model is poorly implemented. The star on the helmet, shown in 3D, is completely superfluous, as only a logo is used for it. The texture is mirrored exactly where the Chinese have put their numbers (rudder).
  19. OK, all beginnings are difficult. Eventually you will get the suspension of the undercarriage Args 1, 4 and 5 and also the nose wheel steering Args 2 right. The Tu-16 and the Tu-22 used brake parachutes. If you cut out the flaps and rudders you will use a separate scene and will have a new light source. When you fix it to the main model this light source will remain. You therefore have to combine the entire model with all the scenes so that you only have one light source before you save it. The error you can see is therefore yours. Are you using Blender? Avoid overlapping textures in your work, even if they are all the same color. This means you are unable to highlight certain details when creating a livery.
  20. I didn't ask about the original model, but wanted to know whether you created the animations for the chassis and the shafts and also the assignment for texture areas yourself.
  21. tripod3 Question: Did you model the 3D models yourself?
  22. It's Hawkeye60's trademark. He makes this mistake in all his edits. I suspected that when he finishes all his work, he doesn't go back to the original light source when converting to edm format.
×
×
  • Create New...