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Everything posted by OldCrow
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Ok, canopy destruction, do you mean just the glass of the canopy or the whole thing? For canopy destruction (damage model) use argument 65 But if you mean for ejection (so that the canopy comes off) there is slight different approach: Add a visibility argument 38 to your canopy frame. Then animate it like this: -100 - 0 : =Invisible (-1) 0 - 91 : = Visible (1) 91 - 100 : = Invisible (-1) so there should be keys at 0 and 91. This has worked for me Hope it helps
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in 3dsmax, you can use argument 40 to animate your lights so that they will blink, rotate etc in lockon. This effect will only be visible to other players in the server though and not on your own aircraft. For refrance, check out the Mirage F-1 model from ADA mod, and you can see how they did it with lockon viewer. Good luck ;)
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Its possible using argument 40 ;)
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For color sceeme (arg 70) you dont really have to do any work in 3dsmax. All is done in the .skins file and meinit file. Though in 3dsmax you can add spessial features to your different skins, so that one skin is a two seater, and the next one a one seater etc. This also ofcorse recuires that you have the model of a two seater and a one seater of your aircraft in the scene. Effect of the aircraft, this is all hardcoded im afraid (but by all means, prove me wrong, that would really make my day:)) Transparrent plane, hmm, I have encountered that one a few times before. Most of the time it was due to material faults. So try this: Assign a different material to the plane and see if it shows then. Also you can check if the plane has some unfortunate visibility arguments animated. If nothing works, try to export the part thats invisible to .3ds, and then import this part again. That seemes to fix the problem for me in the past. Propeller arg animation I believe is 40, you can check the argument list that comes with the tools ;)
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For the damage model, im at the same place as you, not sure if its possible to link the weapons to the damage model, think that is done in game automatically (so that the weapons dissapear or explode when the wing goes off which also would relate to the original lockon model and not the one you made yourself). I really dont know though, so I might be wrong For lods, it is quite simple. You simply make different LOM's of your aircraft containing the ifferent lod's. So you would have your basic model, forexample f-15.lom, then LOD0 goes into f-15_LOD0.lom (forexample) and LOD1 goes into f-15_LOD1.lom and so on. All the lom files goes into the shape directory. Then how hte heck does lockon knows what files to use you might ask? That is done in the f-15.skins file. The .skins file is also located in the shapes folder. This is the file that describes to lockon which skins should be used in the meinit file, and it shows lockon what lod models (and what distance they should be active) to work with your model. Take a look at the su-25t for refrance. Hope this helps!;) Hmm, maybe there could be a separate forum, or separate section in this forum dedicated to modelling for lockon with only info about stuff like this or maybe one big sticky post, hmm.. Interesting..
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Thats from the VEAO Typhoon Challange event held at Wadington Air Show last year ;) Check this link for more info and pics: http://www.veao.eu/forum/forum_posts.asp?TID=118
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Excelent!
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The things that is different with lockon apart from another 3d model is basically the animation system. Not much else is different except some limitations on material usage and some other small things. So the actual modelling and unwraping is similar to most other game models Also the reason why you dont see big tutorials on these things is basically because there isnt many people modding for lockon. This is not because the modders dont want to do it or are too uptight to give away some of the secrets, its all about work load and how much time they have to make tutorials isntead of making models. The lockon modding community is generally very open, and most "secrets" are shared amongst everyone in the community. If you have a question and post it here, you can bet you will get some answers to it pretty quickly. If you are interested in making models for lockcon thats very good, the more the better! Even if there isnt tutorials on how to do stuff, theres plenty of knowledge here on the forum about most things ;)
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It wont be long now:thumbup: Great work shaggy!
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Just thought i'd shoot in alittle fun fact here: Everyone that has flown with smokepod have probably noticed that the smoke has a tendency to kinda dissapear behind you when you fly slow. if you set your max fps to 25, this will no longer occur! Great for aerobatic teams that wants to make movies or live shows.
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I've had the problem with ctd's aswell, though when i disable lockon sounds and end uneccecery background processes, I never get ctd Running Vista 64 with onboard realtek soundcard Tried the "soundback" drivers for realtek aswell, but not really any differance
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Sweet skin! Love it!:D
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check this link: http://www.primeportal.net/the_airstrip.htm Lots and lots of walkaround pics of the F-15C there, hope this helps:thumbup:
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This model is simply stunning! you've done a superb job so far, are you still alone on this project?
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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 Blaze!:thumbup: -
no stupid questions, just stupid answers;) But that eyes crossed thing was pretty funny:D
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you'll find some great links on this here: http://forums.eagle.ru/showthread.php?t=23968 My personal favourite is this one: http://www.airwar.ru/other/drawe.html
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I think I have the same problem, like when the speed decrases, the angle of attack increases (without toutching the controlls) to stay level. Its the total opposite of what you would expect, as all other planes in lockon behaves the opposite, so my guess its some electronics shit in the real plane that tries to controll the plane for you or something, but I know far too little about the F-15 to know..
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OK!! GO AND CLEAN IT!!! AND TRY AGAIN!!! no need to shout mate;)
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Very nice indeed! You got some talent alright!:thumbup: +1
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Sure I can take a look at it ;)
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Yep, defiantely a smoothing group problem here. Your model will look much better with correct settings for the smoothing groups. You can try the auto smooth button and see if this helps. When you are in editable poly or editable mesh mode, on the modifier panel (the panel to the right) scroll all the way down, and you will find the smoothing groups settings. It works very simply. Each polygon with the same smoothing number will have a smooth appearence to eachothers. For two polygons with different smoothing number, they will have a sharp edge between them. Therefore, with such a complicated shape as an aircraft, you must use many of these smoothing numbers to get the result you want. Also note that the smoothing numbers have nothing to do with "how smooth" your mesh will be. Each number has the same "smoothing appearence". So the numbers are only to select wich polygons should be smooth to eachothers, and where to have sharp lines. Forexample, the bottom side of a wing should generally have another smooting number then the top of the wing.
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- and one heck of a computer to run it:D
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sounds good to me ;) my advice would be to make it how you want it yourself (as far as detail goes) and then when finished, reduce it a bit if needed