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Everything posted by Grajo
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A basic, UNOFFICIAL - Blender .edm Addon
Grajo replied to NickD's topic in 3D Modeling for DCS World
Yep, I understood it in your previous post. And that did the collisions work for you? For me that method did not work. I did not make and exact copy of the base mesh for the collision mesh, just a custom very low poly one. But still didn't work with out the separate base .edm + collision .edm + .lods. Are you experiencing any lighting issues in your models inside DCS? -
A basic, UNOFFICIAL - Blender .edm Addon
Grajo replied to NickD's topic in 3D Modeling for DCS World
OK, so... quite straight forward, it might not be best method but the collision is clearly working. -Export only base model as renderable. -Export only collision model as collision. -Call collision edm for base edm with the .lods file. Et voila ! Now that this has been some how worked around, I am experiencing really weird behavior in the lighting of the props... My test model alpha-Farp has not the nicest topology at all but still the results in game are really weird, with a midday light the flat top part of the model is dark as hell :[. Normals are correct so I am a bit lost here, maybe I touched some option in the Blender material? Doble or Single sided? Topology of the mesh that is not very clean? Is not the collision mesh that cast shadow over the prop as I tryed also without it with the same awful results.. Will continue a bit this weekend and see if I can advance and get a proper representation of the models inside DCS some how. -
A basic, UNOFFICIAL - Blender .edm Addon
Grajo replied to NickD's topic in 3D Modeling for DCS World
I gave it a try, yesterday with not much success. Seems that the addon exports the model right, at least pressing the collision model button in the model viewer does display it. But no luck in game. I have choosen as my "Test subject" the Triceratops from Hawkeye60, as after using the model, in game, I can see that collisions work with it. Seems that in the .lods file is calling another edm that is just a collision box. I try to replicate this with my model and I finished with 2 collision objects in the model viewer after loading the .lods. One exported with the model inside blender and the other one the same one that the triceratops is calling in the lods. but still no success in game. I hope that there is nothing wrong with the collision model itself out from blender and that I am missing, provably, something in my model.lua file. I guess is gonna be, as usually, trial error testing until I found the "key lines" inside the triceratops.lua.... Also, this unit is set as artillery, mine is set as infantry, maybe would be better to set it as Fortification or something else, for this collision "issue"? I would like to make a Single Helo FARP similar to the one inside DCS, which is quite outdated... But for that I need this collision stuff to work properly :]. *Please dolfo, let me know if you make any progress on your side. -
A basic, UNOFFICIAL - Blender .edm Addon
Grajo replied to NickD's topic in 3D Modeling for DCS World
I advise you to download : The DCS Lost World Theme Park by Hawkeye60, that also includes GrinnelliDesigns Air Show Assets by GrinnelliDesigns. and take a look to their luas in there, so far I have learned some stuff from them and I saw that the Dinos have some collision related code, pointing to a separate collision edm for what I can recall, as they are destructible. This indeed is still in my todo list, so I wish you good luck in your research and maybe also a little help in a near future :smilewink: Here the link to the post where you can download the mods if you wish to: https://forums.eagle.ru/showthread.php?t=261440 -
A basic, UNOFFICIAL - Blender .edm Addon
Grajo replied to NickD's topic in 3D Modeling for DCS World
This is the only info available so far I think: https://ndevenish.github.io/Blender_ioEDM/modelling/collision.html Did not test it yet my self, but I really hope that it works. :] By the way... I forgot that Normal Maps are not supported yet in the exporter, so... little last thing missing to create any prop with the modern day standards. I hope this feature is added to the addon in some near future :music_whistling:. Asking is for free hehehe -
A basic, UNOFFICIAL - Blender .edm Addon
Grajo replied to NickD's topic in 3D Modeling for DCS World
Hi, Thanks again for taking the time to answer my annoying questions DoctorStrop. After watching your video, seeing is believing, I was even more confused about not getting any result by my side. Obviously, I was making a very simple mistake... My base EDM RoughtMetal texture name was not correctly matching my Color texture name plus "_RoughMet" :doh: My description.lua for the livery was correct from the very beginning, but of course, DCS did not know that my model was using a PBR shader... Here the resolution for my "Final Success" The way to proper PBR static props for DCS has been finally revealed to me :cry::cry::cry::smartass::thumbup: *By the way: Big thanks to madwax for continuing the work of ndevenish and also, of course, looking forward to that possible incoming brand new Blender 2.8x Addon !!! -
A basic, UNOFFICIAL - Blender .edm Addon
Grajo replied to NickD's topic in 3D Modeling for DCS World
Is 2.78C the version that is compatible with the Addon. Sorry if I gave some misleading information by mistake.:( By the way, same issue here dolfo, I have Open Beta and I have been "out of the scene" for a while... Now the ModelViwer2 does not open my blender generated EDM files anymore :huh:. It says the same thing...: 100.7418 ERROR NGMODEL The following exception was caught: Wrong version of model file.. During loading of: //models/desert_house_001.edm. Wrong version of model file !!! :cry: I am 100% sure I was able to open these files with it some few months ago. I hope that DCS still supports edm generated with this Blender Addon, somehow... Just Watched latest video from DoctorStrop and seems like he is still advancing with his project (what it is great) and ModelVier2 seems still working for him ??? Any clue? I finally figured out, I think, the process to put these models inside DCS, and now I am stuck again :[. -
Hi Lenux, I have uploaded a little mod that decreases the tint and the cockpit reflection of the armored glass. https://forums.eagle.ru/showthread.php?t=261370 if you are interested. Best
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Hi, This is my "Togo" mod for the Spitfire, which I am used to "reload" after every update. Has some small tweaks here and there, but I just can not fly without it anymore. If anybody interested: DOWNLOAD v01 https://www.digitalcombatsimulator.com/en/files/3307846/ *Passes the integrity check for Multiplayer - OvGME / JSGME compatible. Best
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Hi again MemphisBelle, I missed the spoiler... Indeed, you just have to add what is missing, that is: {"mi-8_tex_3", 0, "159th-EAGLE-LIFT-Mmi_8_tex_3", false}; Note that is not mi-8_tex3, is mi-8_tex_3 (blades diffuse material). Hope that it works now. :]
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No, the patch by itself won't fix any of your issues. I think all comes from the why you set up your lua file for your livery. In any case if you download the Mi-8 USSR - Afghanistan Liveries Pack, you can take a look at the lua file and see if it does more sense to you this way. Took a while for me also until I figured all this stuff out :joystick:. *I replayed in your post about the rotor blades texture, I hope you find the info useful somehow.
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Hi MemphisBelle, Indeed is true that the way DCS handles the texture materials for the Mi-8 might be a bit odd. To get custom blades texture you have to add this to your lua file: {"mi-8_tex_3", 0, "your texture name", false}; texture name is mi_8_tex_3 by default so just replace it with yours. mi-8tex_3 is the name of the material for the rotor blades when they are static. If you want to mod also the texture when they are in motion then you have to mod this material like this: {"rotors_opacity", 0, "your texture name", false}; mi_8_rotors_opa is the texture default name I think. For the textures patches that appear in "green" that is the way DCS tells you that does not find the texture, is because you have to edit all the places where numbers go in the lua file and assign them your own texture depending of the place they are: {"mi_8_ENGINE_NUMBER_001", 0 ,"mi_8_tex_1_HRA",false}; -- three-digit tail number. location - in the area of engine air intakes {"mi_8_ENGINE_NUMBER_001", ROUGHNESS_METALLIC,"mi_8_tex_1_RoughMet_HRA",false}; -- {"mi_8_ENGINE_NUMBER_001", DECAL ,"empty",true}; for parts that won't display the number, note the "true" at the end. {"mi_8_BORT_NUMBER_010", 0 ,"mi_8_tex_1_HRA",false}; -- {"mi_8_BORT_NUMBER_010", ROUGHNESS_METALLIC,"mi_8_tex_1_RoughMet_HRA",false}; -- {"mi_8_BORT_NUMBER_010", DECAL ,"mi_8_bort_number_HRA",false}; for parts that will display the numbers, note "false" at the end. Also note that, for what I know, all the pieces of the rotors that join the blades to the main body, sadly, can not be changed with a livery (just the top "cap" and the "wires"). You can give a try to my Skins for the Mi-8 here and check the lua files if that makes more sense for you if you want: https://forums.eagle.ru/showthread.php?t=238187 Best
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[REPORTED] SU-25T - strange cockpit mirror perspective suddenly
Grajo replied to Caesarsaurus's topic in Bugs and Problems
Yep, seems to be a new bug. Hope they fix this asap :]. -
A basic, UNOFFICIAL - Blender .edm Addon
Grajo replied to NickD's topic in 3D Modeling for DCS World
I see your point, take no offense here, please. I say "tutorial" because it might be something we could learn in future videos if you continue "explaining" your "workflow". So far there is NOTHING about this, about getting edm from Blender and putting it inside DCS. So would appreciate any beat of info you could bring in any video of your "diary of the experiment". I know Blender and Suzanne pretty well so far.:smilewink: Just asking if somebody has the "Mod example" of the monkey that NickD refers to in his main post, so I can check it and see how is it done and maybe be able to create my own props, some simple Static Meshes to Use in the ME would do for me. Your work and achievements so far, for example, the Aston Martin, is far beyond from I would dream to achieve. In any case, there is no info can help me yet anywhere about how to get any simple mesh inside DCS. Something is creating a cube in edm format, another thing is putting it ingame :music_whistling: -
A basic, UNOFFICIAL - Blender .edm Addon
Grajo replied to NickD's topic in 3D Modeling for DCS World
After several tests, I found the reason why it was not working for me. It was not working for Blender 2.78 or 2.79. ( however the workaround of using template files from Source code version provided by NZ6258 does work ) It WORKS with BLENDER VERSION 2.78C Downloadable here (exactly like in DoctorStrop's Cube Tutorial): https://download.blender.org/release/Blender2.78/ The latest version ( so far... :] ) of Nicholas Devenish's UNOFFICIAL - Blender .edm Addon v.02.2: https://github.com/ndevenish/Blender_ioEDM/releases/tag/v0.2.2 Thanks again for sharing this with us! looking forward to more videos about this tool and its edm exporting capabilities and workflow tips !!! Would love to see an example of any Static Object mod that can be installed with OvGME and used in mission editor...:music_whistling: (does anybody have the example file that NickD is speaking about in the first post? ) *Editing the post: I made a mistake in the info I was giving sorry... 2.78C is the version that seems to work. Best -
IMO Mi-24P makes more sense for any "single" pilot. Who does not want to fire that beasty cannon while piloting? :smilewink: Sure copilot/gunner still gonna be pretty busy with other systems. We have to admit here that most of the time we will fly it alone like any other module that supports multicrew. Although multicrew, (hopefully in Mi-8 too...), might be Epic.
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Thanks for the update in the road map and for listening to us Avantar. Looking forward to these new great features :thumbup:
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Hey Avantar, Indeed I was wondering if keyboard key could be used as "Change Profile" Key :]. Also about the "Selected Profile Screen Overlay" could this be possible at some point? (like a text that shows which profile is on, like if it was a FPS counter or so) This would be so sweet :music_whistling: Thanks for all the hard work so far !!!
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A basic, UNOFFICIAL - Blender .edm Addon
Grajo replied to NickD's topic in 3D Modeling for DCS World
Hey DoctorStrop! Thanks for sharing this stuff with us!!! Hope you get far with your new project! :thumbup: -
Any Keyboard key as a modifier would be great :].
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DCS World 2.5.x Caucasus Terrain Textures
Grajo replied to Mustang's topic in Texture/Map Mods for DCS World
:thumbup: -
Same for me, however, no idea if it should be like that or not. Yak-52 was released with the same behavior when flaps were extended but after real pilots feedback was corrected. Spitfire goes hardly nose down... Don't know wif this is ok also but is really annoying :music_whistling: By de way, please, do not call I-16 "Rata":cry: is a haters name and has pejorative connotations, "Mosca" (the fly) is more proper :smilewink:
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Agree with all this. Quick fix for Mixture, please! Ability to map a couple of buttons to increase (gradually) decrease (gradually) would be great :]. Having Mixture control limited to on or off is a bit rough hehehe.
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Also, little side door animations and status, door open or close, does not seem to be shown in multiplayer when other pilots use their doors, they do not move or change their position.
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Exactly that.:thumbup: