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OldCrow

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Everything posted by OldCrow

  1. I think its done using an alignment setting in the lockon tools. Remember to have seen a post about it in the old sim mod a-10 a very long time ago.
  2. ... Or, you set your animation bar to start from -100 and stop at 100 with fps 100. In this way -1=-100 and 1=100. Whatever works for you:thumbup:
  3. That's a great looking model, keep up the good work!
  4. Ohh, Su-22 model? Very interesting, I love that plane, any plans on releasing it to the public? Sorry for OT
  5. As far as I know, there aren't any working arguments specifically used for blinking and rotating lights. However there is a workaround using argument 40. Argument 40 is an argument that replays itself in game. So you could make a rotating and blinking lights pattern using this arguments. The drawbacks using this method is that the stuff you animate in argument 40 will not show on your own aircraft. It will only be shown on other clients aircraft in multiplayer (maybe also on AI, but Im not sure about that). For reference, you can take a look at the Mirage F-1 in the ada mod using the lockon model viewer. Argument 40 also seems to not work from frame 0-100 but something like 27-100 (not quite sure about the exact number, check that on the mirage model).
  6. The mod is yet only completed as an aerobatic plane with Red Arrows skins. This is used by VRA only atm, but we are considering releasing a public version later on. In this case, we'd like to include more skins and perhaps some pylons for combat use. But right now, our priorities are fucesed elsewere.
  7. Looks like a smoothing group problem and somewhat lacking polys, but hard to say that without seeing a wireframe
  8. Interesting, I thought the canopy scratches was only active in the cockpit model, are these files used with the canopy shine effect aswell?
  9. I would guess mirrors would be added in the same way as the canopy shine effect but I dont really know. Problem though is that the canopy shine effect is the only one of the listed effects that works in game due to limmitation of the tools.
  10. Yep, very nice vid, and man, that is a BIG formation, perhaps the biggest virtual formation ever made? Guinness record anyone??:D
  11. Dont get me wrong, I really really hope someone figures it out, and when they do it will be one of the biggest breakthroughs in lockon modding history IMHO ;)
  12. Figure this one out and you'll figure out one of the biggest breakthroughs in lockon modding history
  13. Yep sure, just add me to msn or skype, and I'll have a look at it ;) EDIT: Only one material? Remember you need 1 material per texture if its gonna work. The material must also be standard materials, so multimaterials wont work. The texture should go into the diffuse channel of each material. Also, I recommend naming the materials more unique, as the name "body" can easily be used by some other models for lockon. Try something like "mig-23-jx-body" forexample, as its very unlikely this is gonna be used by other models. If other models have the same material name as your model, then there is a big chance that the wrong texture will be assigned to your model in game.
  14. I feel like im repeating myself here, but lets give it a go again shall we?;) 1. You include 2 models in 1 by using the visibillity argument (77 or something like that, it will be written in the .skins files). So using hte visibillity argument, you can set one of the models to be present on skins starting from 0-.50, and another model to be present from skins .50-.100. 2. Skins files makes it possible to have many texture use the same material, and thus many skins. The skin file will need info from 3dsmax and texture names in order to work. You will need to write your MATERIAL NAMES and TEXTURE NAMES in the .skins file. Its important that you name your materials in 3dsmax to something unique. Take a look at one of the default .skins file, forexample for the su-25t, and see how its written. After you have done your skins file, you will need to update your lua file for the aircraft you are replacing so that the skin name an skin variations can be added into the game. 3. Serial numbers are done again with visibillity argument and tga textures, much in the same way as the lights are added. The arguments for the serial numbers are found in the argument list for aircrafts that follows with the tools. Another tip: Use lockon model viewer to see how arguments work. You can also here find out what argument is controlling the variable wings of the mig-23. The variable wings argument will only work on AI planes and other clients on a multiplay server, but NOT on your own plane. If you want the variable wings to be visible on your own plane, you msut use an arguemnt that works on your own plane, like the flaps.
  15. The EFA mod for FC2 will add all AI planes as flyables including the Harrier. http://forums.eagle.ru/showthread.php?t=52783
  16. Keep in mind that material names and texture names are two different things. Material name is the name of the material in 3dsmax. Lockon use this name to attatch the textures to the correct materials on your model. So if you havent changed the material name of your model, they will most likely conflict with another model which can result in lockon putting the wrong texture on your model. If you change the material name to something unique, this problem should disapear. Texture name = the name of your texture Material name = the name of the material in 3dsamax Also, try to avoid using spaces in your texture name, so if one of your texture names is killer machine_R_77.tga, try to change it to killer_machine_R_77.tga
  17. Check that your material names are unique and not the same as your texture names. Check any .skins files you have on the model
  18. Nice work, could do with some new shelters and buildings on the airfields :)
  19. I believe Blaze should be able to answer your question, in the meantime, you could open one of the default cockpit models in modelviewer and search for the argument there. Could maybe take some time to find it, but you will get a better visual of the how arguments should be animated in that way aswell.
  20. For cockpit model or for outside model? For outside model there are no arguments for joystick that I know of, but you can always use the control surface arguments to animate the joystick
  21. Could be that the animations didnt save to the arguments. To check this, in lower left of 3dsmax, you can set the argument you want to check. If you set this to forexample 3 and move the animation bar, ONLY the parts animated in argument 3 should move. If all parts move, the animations wasnt set correctly to their arguments. If no parts move, either you have no parts animated in this argument, or the parts that should have been animated in this argument have not been done correctly. Also check your settings for the animation bar. FPS should be 100, start time -100 and end time 100. When animating rotation movements, keep in mind that you need a key every 90* of movement in order for lockon to read it properly.
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