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OldCrow

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Everything posted by OldCrow

  1. hehe kult!:) Funny you mension that, I do have a f-5 model hanging around, not completed, and with no damage or lod model. Its the same model as the virtual turkish star uses, if you are interested I can send you some pics, feel free to add me in your msn;)
  2. That is thruly sad news:( The idea that someone enjoys destroying sites like this makes me sick. What can they possible get out of it other then pissing off alot of people? I really hope they can make the site up and running again
  3. Yes, very possible;) You will need 3dsmax7 or 8 and the lockon tools found on this forum. When you have made the model of the f-5, you animate it using the arguments for lockon. The arguments work like this: Each argument controlls one animation in lockon, so forexample argument 0 controlls the nose gear retraction, 3 controlls the right gear retraction, 4 contolls the right gear suspension and so on. THere is an argument for each controll surfaces. There is a list of all arguments with the lockon tools. When you have finished animating and mapping the model, you export the model to a lom file. The lom file is the file type lockon uses for displaying models. Then you name the lom file to the aircraft you want it to replace in lockon. So forexample if u want to have an f-5 over the su-25t, you simply name the lom file of the f-5 to su-25t.lom. then you place this file into bazar/world/shapes folder in your main lockon directory. The skins you can place in hte bazar/temptextures folder. Later on you can compress the textures to .dds format to improve fps in the game. This process is explained in some posts on this forum. You decide yourself how detailed and how many features you want to have in your model. Forexample, damage model to view the damaged parts when you aircraft gets shot, and lod models to show less detailed variants of your model when seeing it from a distance. For an F-5 I would probably choose the F-15 or Mig-29 instead of the su-25 since their flight models are alittle bit more accurate (still not very accurate) for how the f-5 fly. There is unfortunately no way of making custom flight models for lockon. Hope this helps you alittle;)
  4. Hello deadsmell, take a look at this website. Its the homepage of VFAT, a virtual airshow held each year with lockon aerobatic teams. The link shows a list of many (if not all) lockon aerobatic teams around the world. Im sure you will be able to find something of interest here:thumbup: http://forum.virtual-airshows.com/index.php/topic,12.0.html Good luck in your search:)
  5. http://forums.eagle.ru/showthread.php?t=40441
  6. The reason you get problems installing many mods together is that more of them needs to have modified versions of similar files. So when u're installing the walmis mod forexample, some files have been changed. THen when u install the simmod a-10, it changes those same files, makiung the walmis f-15 not working. So to get all this to work you or someone would ahve to modify these files so they are compatible with both walmis, simmod a-10 and 3go su-27, wich should be possible.
  7. Awesome work Ricardo! Dont worry about releasing it quickly, cause you dont want to release an unfinished product with alot of complaints about stuff not being in hd. Take your time and release it when you are happy with it. IMHO it will still be one of the biggest improvements in lockon to date! Keep up the good work!:thumbup::thumbup:
  8. Dont worry, you will find a sollution to it, im sure. Have you tried to completely reset a material to a standard material? Also make sure your tga texture has an alpha channel. I also dont think it would work with a normal bitmap file, if you want, I can send you the tga texture I used in hte example to see if that makes any differance EDIT: I tried to add the alpha in hte mono channel output using a bitmap as my texture, and then its greyed out just like you have. Maybe thats the sollution, maybee tga textures is the only way to make it work
  9. Hmm thats strange. Make sure u use the maps tab to add the tga texture to diffuse and opacity. Works all good for me from a standard untouched material
  10. Sure thing, I'll try and explain alittle better;) Heres a pic of the numbers on the model: As you can see, the numbers are just normal planes with the tga texture attatched. Heres a rendered picture to show how it looks in game (for the given number): Heres a pic of the main material settings: Note that there is an Opacity map activated aswell as the diffuse map. For the diffuse and Opacity map you should have these settings: Mono Channel Output should be set as Alpha and Alpha Source should be set as Image Alpha. Hope that helps;)
  11. By nomera files, if you mean the tga with numbers on them, you just create a mesh (forexample a plane) on the outside of the fuselage/wings and animate this in arg visibillity (with the correct argument). So to have numbers 00-99, you will need 20 meshes. One argument controlls the first number (1X-2X-3X.. X being the second number) and another controlls the second number (Y1-Y2-Y3.. Y being the first number). So you should have two meshes displaying number 1, two meshes displaying 2 and so on. In the material editor you have to activate the material to use the alpha channel from the tga file. Hope this helps:)
  12. Hello, For some reason I cant seeme to see your attatched image, so im kinda shooting blind here, but my only tip could be to check your shadow settings in game. If they are set to full, you are probably seeing the bugs wich all geforce cards have in lockon (correct me if im wrong). The plane will appear "faded" and you will see no shadows. The sollution is to set your shadow setting to second best. Hope this helps:)
  13. well, I guess it could be done with the 3go flanker, but i dont know if they included that in the mod. For the default su-27 however, theres not much you can do
  14. I play flaming cliffs on vista x64 with the x-52 pro with no problems. Have you installed the latest beta drivers for the x-52 pro?
  15. The problem with seing the outside model through the cockpit model can be fixed with argument 114. It has to be done on the plane model though and not the cockpit model. Looking great so far, keep it up!:thumbup:
  16. That might work!:thumbup:
  17. IMHO building cockpits without hud and/or mfd isnt totaly useless, there is a big aerobatic community using lockon, and in formation flight you dont neccecerily need a hud or mfd. Then again, there is the flight model issue, so you can work your ass off to build a awesome plane model and cockpit model, but it would still fly as a su-27.. Hope dcs will do something about that with the new tools
  18. Awesome job! :thumbup:
  19. Yes, I feel your pain, It actually sayes in a readme document that comes with the lockon tools that the tools are limmited, so most functions does not work. Oh, and to the linking thing, try to link the main panel to the mfd's, so that the mfd's are parrent and the main panel child of the mfd's (all trail and error this im affraid:music_whistling:)
  20. Yea, thats brilliant! :)
  21. Great job on that cockpit there! I've heard that linking objects can cause the parrent object to show over the child objects. If you have linked any of the objects, try to unlink all and see what the result will be. Theres almost noone that have made cockpits for lockon yet, so its kindof a unknown area for alot of us I think. Also, there is some boundry boxes that must be set to get it to work properly (I think), but if its the name of the boxes or what you assign them as in lom utils, Im not sure. And also, I've read somewhere that adding a custom cockpit to a original plane works good (exept mfd and hud). But adding a custom cockpit to a custom plane (one of the original planes changed to another lom file, like the 3go flanker), you get major scale problems. If everyone posts their experiance with cockpits building in this thred, we might get alittle wiser on what to do to get this to work properly;)
  22. For lockon its only possible to make cockpits without functioning mfd's and hud. However, for dcs there is tools that might get released wich will allow you to mkae full functional cockpits like teh black shark pit. If these tools work with flaming cliffs aswell is an unknown I guess.
  23. Awesome pics there Ross!:thumbup:
  24. I'd love to hear more about that:)
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