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prccowboy

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Everything posted by prccowboy

  1. for the visible lens of the light, try creating a mesh with a bano_material property and a colored texture with alpha channel to fade it (most likely you will also want animation to turn render on/off), combine that with either WOLALIGHT's in your object's lua properties and/or connectors in your model with light properties to provide the shine on other objects
  2. I'll ask the silly "check master arm" question... did you Check the "Export Action to EDM" and fill in the "Animation Argument" number for the animation in Action Editor?
  3. Pixel Density. it is the first setting on the VR page in DCS
  4. That was in 1995, so you are allowed a little memory lapse
  5. also, confirm that you are animating it correctly. I don't see your Armature rig exploded view in the screenshots. You should be creating bones attached to your armature, parenting the gun, etc. to the relevant bones and then animating the bones to move thru the range of motion of the gun, turret, tracks, etc. from -100 to 100 keyframes and exporting that action with an animation arg. <= that comment is not meant as a tutorial but to give you an idea of what you are missing in the event that you didn't say to yourself "yeah I did all that" when reading it. note: the connectors should also be parented to the relevant bones so they also animate. example: the POINT_GUN_01 connector should spin around and stay with the tip of the gun when the turret moves.
  6. I think you have something wrong in the armature/bone structure. post screenshot of that section expanded
  7. what we are trying to tell you is that your model and the lua don't match. In addition to "POINT_GUN_01" and "POINT_M2_01", The lua refers to 'CENTER_TOWER', 'POINT_SIGHT_01', 'CENTER_M2' 'POINT_SIGHT_02', "DRIVER_POINT" (the etc. I mentioned above) but none of these exist in your model. Also, I don't see any animation rigs in your model. You need to animate the model to match the drawArgument's in the lua
  8. you are still missing most of the important parts (the "etc" in my earlier post). I suggest looking at the original model in modelviewer and check where all the connectors are located and the names as well as the animation and args. there are some decent (but dated) guides in the "how to" and "3d modeling" section of the forum. you should start there to get an idea of what you need to do.
  9. I'm just going to guess that you don't have connectors in the model (i.e. "POINT_GUN_01" and "POINT_M2_01", etc.) that match the code that controls the weapon systems
  10. I have no idea how the Steam variant works. However, it appears that your installation might not be loading the Arleigh Burke. If you create a new mission in the Mission Editor, can you place an Arleigh Burke on the map?
  11. works fine for me. perhaps you have a corrupted install? did you try a DCS repair? do you have any mods running?
  12. This mod is designed specifically to be used to complement the UH-60a AI model that exists in DCS core. It is NOT compatible in it's current form to be used with any other model. furthermore, I do NOT have permission from the creators of the other mod to alter their work in anyway. I further doubt they would want that. I respect their work and design intent and will not consider altering their work in anyway. Furthermore, I do NOT give permission for anyone else to use any part of my mod to do so. Nevertheless, thank you for the compliment in asking.
  13. I've noticed that the spoilers on AI units using animation args 120-125 (ex: A-50, KC-135, etc.) no longer appear to be functioning. If necessary, I can provide a miz and track (but it should be an easy test to replicate)
  14. wow, so my mods are almost famous, lol. Anyway, the answer to the question in that youtube comments regarding recon and directing human flights is a) use scripting (ie. MOOSE or MiST) or b) simply set the tasking of the Poseidon as "FAC" (you could even add a zone trigger to pop up a message that something is in the P-8 Area of Operations if you want). however, the built-in DCS FAC might only work with ground units and not naval For anybody who wants the option to open bomb bay doors at mission start, you can try this replacement file (just place it in the folder where you installed the mod). example: "C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\Mods\aircraft\CLP P-8 Poseidon\"). This is from one of my dev builds so I haven't fully tested it, but I think it works. DOWNLOAD FILE: CLP_P8.lua If this change is popular, I might make it the default in any future updates to the mod. Note: this will also change the behavior so that the P-8 will open the bomb bay doors when parking (similar to opening service hatches upon engine shut down). It also changes the map icon to "B" (I think the P-8 may classify better as a bomber than a recon drone) and changes TYPE description back to "P-8A Poseidon (CLP)" in the Mission Editor (the word Poseidon was removed from the description in the last update). The advantages of this method over the livery modification for bomb bay doors is that you can do it with NO additional modifications (to all your liveries) and is not limited to static objects only. Note: since the AI pilot will still close the bomb bay doors during engine start, you can use "uncontrolled" to make it behave similar to a static for any screenshots or for background props. thanks to @USSInchon and @RustyGunnerfor the idea edit: oh yeah, another advantage is that with this option you can load armament on the ramp and have the open bay door effect - which isn't possible with statics
  15. you might try "glass" material and play with the reflection and specular values to see if it gives you the effect you want
  16. thanks. that is a simple modification. It gives me some ideas. I guess I never considered anyone would want the bomb bay doors open on the ground so never really gave it much thought thanks for the reply. I think we got @Arrow11's problem resolved
  17. That approach will only work on static objects (ie. you have a parked "prop"). Otherwise, the AI "pilot" will automatically close them and the doors will only open during weapon drop. However, if there is community interest in having them re-open when the plane parks; I could probably write a replacement file to do that.
  18. @RustyGunner Did you add service hatch code for the bomb bay doors? I just noticed they appear open in your photo and I didn't code that behavior - cool idea though.
  19. The LTF-5B (temporary torpedo placeholder loadout) should be in DCS core. Although they are WWII era weapons, I do not believe you need DCS: World War II Assets Pack for them to work with the P-8. I do have the ww2 pack, but I just ran a test with it disabled, created a new miz and the P-8 deployed torpedoes with no problems. Contact me by PM and we'll see if we can figure out why you can't get them to deploy. note: I only disabled ww2 pack when I tested (not a full uninstall)
  20. just a personal peeve. I stopped reading his books when I saw his big threat to a post-apocalypse civilian populace was an ANG jet loaded with Anti-radiation missiles. BTW, did you know that your JTAC is carrying around a SA-11 Buk Search Radar in his back pack? (which is why he is emitting)
  21. If they aren't emitting, then how are Randall Flagg's Shrike missiles going to target infantry? (waiting to see who understands that reference)
  22. psd support, not psb. from the GiMP wiki: "GIMP doesn't yet support PSB file"
  23. For a different problem than the author's, I have tried all 16 combinations of the Blending and Shadows settings. Blending seems to affect the alpha channel as stated in the release notes but I did not see any noticeable change with the Shadows settings. In my case I was trying to find a setting that would give me something like the "Billboard" material or a solid that does not cast shadows, but so far I can't find a good solution. I re-did the test here. 16 identical 2-sided planes with identical texture (a BC2//DXT3 mipmapped dds with a slanted gradient in the alpha channel). Blending values on 1 axis and shadows on the other. backside
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