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FullGas

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  1. Hello WWII fans, here is some thing for you Enjoy
  2. FullGas

    Runway lights

    Hello WWII fans, here is some thing for you Enjoy
  3. Hello Friends, a little thing for nice WWII night missions Fans.. Mod_download_Zone (https://drive.google.com/file/d/1R19Kycojyvkz7LqwzZEWHfhuv0WRmGt9/view?usp=sharing) Readme instructions are in Mod folder. Standard installation in SavedGames/DCS/Mods/tech. Made with Blender and the Tobi EDM pluggin for Blender (thank's to him) Enjoy
  4. Hi flanker, sorry, but I can't, because I don't have enough time to devote to modding, so I try to focus on the few topics I choose.
  5. Yes, all the tests done works in multiplayer. Relatives : > For a modern form : >
  6. Hello Friends, a little thing for nice WWII night missions Fans.. Mod_download_Zone (https://drive.google.com/file/d/1o7N04QFVU4UCYUEKWYNkyY-QIvf5jfv7/view?usp=sharing) Made with Blender and the Tobi EDM pluggin for Blender (thank's to him) Enjoy
  7. Hello Friends, here my first DCS Mod totaly made with Blender and Tobi's pluggin. https://youtu.be/g9q5r-EvgiE Here for download Mod : Enjoy..
  8. Hello Friends, little thing for nice night missions.. Made with Blender and the Tobi EDM pluggin for Blender (thank's to him) Enjoy FG_AeroLamp_ON_OFF.zip
  9. Hello, Static "PLAY ARGUMENT" ME action doesn't Word for many years !! Can you do something for it please ? thank's
  10. Hello friends, On Tobi's advice that I had in MP, and that I thank for the incredible work he has done, I am asking you for a difficulty that I am encountering. I try to create under Blender + EDM pluggin an animated character to insert it in DCS World under the model of an M249 infantry. When I analyze the model "E: \ Program Files \ Eagle Dynamics \ DCS World OpenBeta \ Bazar \ World \ Shapes \ soldier_m249.edm", I see: >>> that arg n ° 2 (start) starts the process between 0 and 1; >>> that arg n ° 8 (walk) which corresponds to the walk cycle, is triggered only if arg n ° 2 is at 1. With my 3D model: >> I created an animation for arg n ° 2 >> and another for arg n ° 8 and despite a lot of testing I fail to get the correct animation. If I only export arg n ° 2 >> everything looks correct in ModelViewer2 (but I only have the "start" animation) If I only export arg n ° 8 >> I don't see any arg in ModelViewer2 If I export the 2 args (n° 2 and n° >> If I don't turn off rendering in the desired ranges, I can see my 2 arguments in ModelViewer2, but the animation of the 2 args gets mixed up. >> If I turn off rendering in the ranges I want to mimic what I see from "soldier_m249.edm", I only see arg 2 in ModelViewer2, and when I manipulate it, the animation of the 2 args gets mixed up. I'm new to Blender, and can't figure out what's wrong with my project? To facilitate the analysis, I give you attached my files (Blender + folder Mods/tech including lua allowing integration into DCS as an Infantry) https://drive.google.com/drive/folders/15wMFYI5YMj-Hyh7cEgzoR7h7GcRPBzF3?usp=sharing Thank you in advance to those who can help me resolve this blockage. Kindly (Sorry for my English .. I'm French! )
  11. Hello, when in the mission editor we set a triggered action "go to WP x" for a land unit, the movement mode cannot be chosen (on road, all terrain ...). Would it be possible to add the possibility of choosing the mode of movement applicable to the triggered action? Thank you in advance
  12. Hello, when we use the ground units (infantry, vehicles), we very often have groups blocked in the scenery (buildings, trees). Perhaps it is due to the management of collisions? This strongly harms the missions, which cannot be completed as a result. Would it be possible to have a parameter (checkbox) in DCS which allows to inactivate the management of collisions on the ground between the ground units, and the scenery? It will be much less disturbing to have units crossing objects, than to abort missions on blockages that one cannot predict or avoid. Thank you in advance
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