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Everything posted by OldCrow
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VEAO Typhoon Update - 3d Cockpit
OldCrow replied to Ells228's topic in Lock On: Flaming Cliffs 1 & 2
If you are a very good modeller, this shouldnt be an issue for you ;) Everything is just basic modelling, nothing advanced. As an example, to model a switch forexample, start with a primitive that would be easiest to form into the switch you are making. A cylinder will mostly do. For the main cockpit outline, like the floor, walls etc, I like to start with a plane and just extrude the edges as I go, and also throw a symetry modifier on top so I wont have to do everything twice. For an instrument panel, you might want to use boolean to get the cutouts for the instruments. Be aware though (as I assume you know since you are such a good modeller..) that the boolean has a tendency to mess up your mesh, so you will in most cases have to use some time cleaning things up afterwards -
*cough* ^^
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Nicely done Tomcatz
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[Video] Virtual Aerobatic Group flying at VFAT
OldCrow replied to slamraamproductions's topic in Screenshots and Videos
Very nice! :thumbup: -
Happy Birthday bud! Have a great one! :beer:
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Ahhhh.... Su-22, my favourite aircraft. Such a beauty. Hope the project is only on hold? If you're planning on finishing her, feel free to give me a call if you need any help regarding mappings and such
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Nice pit
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Very interesting, I always thought that "Standart" was the only option that worked, will try this myself aswell +1
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Great work Combatace! The model looks great! :thumbup:
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Wow! Im really impressed! +1
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3d cockpit model not showing up in game
OldCrow replied to Dimebag's topic in 3D Modeling for DCS World
I have encountered the same problem myself, in my case I tracked it down to the graphics.cfg I had a scenery mod that changed some values in this file, more specifically the near_clip and middle_clip values. When I changed these back to default, the problem was fixed. Default values are: near_clip = 0.2; middle_clip = 5; far_clip = 140000; You will find them under the camera section. Theres 3 sections after that, low, medium and high. I believe those stands for the scene setting in the graphics options of FC2. There might be other values here that can fix it as well, but changing the above to the default fixed the issues for me. -
3d cockpit model not showing up in game
OldCrow replied to Dimebag's topic in 3D Modeling for DCS World
EDIT: Good to hear you got it working. A note about the animations, you might be able to save them if you group everything before you scale, and then scale the group. Though with possition animations, it might not work, but worth a try -
3d cockpit model not showing up in game
OldCrow replied to Dimebag's topic in 3D Modeling for DCS World
ok, good to know ;) Unfortunately I could not see the screenshots in the link you sent -
3d cockpit model not showing up in game
OldCrow replied to Dimebag's topic in 3D Modeling for DCS World
Yes, you are right regarding the 180 argument, it is activated when you turn on your cockpit lights. Luckily there is no work needed in 3dsmax for this animation to work. You just make the changes to the textures (basically making 2 versions of each texture you want to be affected) and put the non lit one under value 0 and the lit one under value 1. The game takes care of the rest. If you want to only render the hud, you could look into this script: http://forums.eagle.ru/showthread.php?t=75896 It allows you to move the hud and mfd displays around, rescale them etc. I haven't used this script myself, so it might be possible to choose not to include the mfd's as well. Hope this fixes it for you :thumbup: -
3d cockpit model not showing up in game
OldCrow replied to Dimebag's topic in 3D Modeling for DCS World
I think you miss something in the .skins file. Try this: models { lod = {"Kabina-Su-27", 800000}; } argument { argument = 180; skin { value = 0.0; material = {"Master instruments", "Standart", "Master instruments.bmp"}; material = {"Engine fuel panel master", "Standart", "Engine fuel panel master.bmp"}; material = {"Panels", "Standart", "Panels.bmp"}; material = {"MFCD", "Standart", "mfcd panel.bmp"}; material = {"panels 2", "Standart", "panels 2.bmp"}; } skin { value = 1.0; material = {"Master instruments", "Standart", "Master instruments.bmp"}; material = {"Engine fuel panel master", "Standart", "Engine fuel panel master.bmp"}; material = {"Panels", "Standart", "Panels.bmp"}; material = {"MFCD", "Standart", "mfcd panel.bmp"}; material = {"panels 2", "Standart", "panels 2.bmp"}; } } I believe Value = 0 in arg 180 is daytime textures and Value = 1 is night time textures. Might be the other way around. Also try to avoid having spaces in your texture names. So instead of "panels 2.bmp" you could use "panels_2.bmp" or "panels-2.bmp". To be on the safe side, you could do the same with the material names. If you wish to have the mfd and hud displayed aswell, you can add in what svksniper said aswell -
ED SIMS SCREENSHOT AND VIDEO THREAD!!!! (NO USER MODS OR COMMENT)
OldCrow replied to rekoal's topic in Screenshots and Videos
Great pics slamraam!:thumbup: -
ED SIMS SCREENSHOT AND VIDEO THREAD!!!! (NO USER MODS OR COMMENT)
OldCrow replied to rekoal's topic in Screenshots and Videos
Very nice Mushu! Looking forwards to the display ;) -
Very nice, you should make a nice render of that model when its done
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ED SIMS SCREENSHOT AND VIDEO THREAD!!!! (NO USER MODS OR COMMENT)
OldCrow replied to rekoal's topic in Screenshots and Videos
very nice -
Looks cool, nice job
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Such a cute little plane :D Nice job
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The problems you have here are caused by the extra added vertexes in some areas. You can see that you dont have a uniform distribution of the vertexes. I am not sure what is causing this problem in your case, but try this instead: Create a new cylinder and set the length, height and segments as required. Then, instead of adding a mesh edit modifier, convert the whole object to editable poly. You can do this in two ways, either qight click o nthe object itself and choose convert to editable poly, or right click in the modifier stack and select editable poly.
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I believe there is a limit per object, around 80k, but its quite easy to workaround this problem. Just divide the model to more objects. And its quite rare you will need one object with 80k anyways, so not really a problem.
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You can use Blender to create your models, but you will need 3dsmax to export the model to a lom/edm file which is read by the game.