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CougarFFW04

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Everything posted by CougarFFW04

  1. So it seems to be a long wait before we can expect anything.. Too bad because in these conditions HDM that is a important "targeting mean" is mostly useless for some of us..
  2. May be this should be reported in the "Bug" or "whish list" section to get any chance that this can be fixed sooner or later...
  3. Hi, For those ones interested in this see answer from prccowboy here: https://forum.dcs.world/topic/298440-question-to-edm-gurrus-dark-backside-alpha-textures/#comment-4951551
  4. Hi prccowboy, Thanks for tried of all 16 combinations of the Blending and Shadows settings. So it sounds that none of the combination have any influence on the bright/dark face luminosity... So no solution on this side for my bright/dark trees. May be the solution would be to model trees in another way than juste 2x2faces perpendicular with alpha channel. But I have no idea what low poly approach I could use nor how DCS build there trees... Any idea ? Or may be with the parameters of the specular map... Anyone with specular map parameters experience ? Thanks
  5. Hi everyone, As I can't find clear answer anywhere I open this thread to try to clarify some blender Edm exporter parameters. Specifically I am speaking about the blending and shawows parameters that can be set independently to 0,1,2 or 3 Can someone explain what are their respective meaning and effects in game ? Thanks
  6. So here is the picture that shows the problem. I am looking right at the HUD in this projected view just above the 22" with the deported instrumentation. As one can see the HMD is projected significatively above where I am looking. As you can imagine, in such condition the HDM is mostly useless And as other said this is not a problem of HMD alignement as it his perfectly aligned... We need a least a way to offset the HMD view via a lua script file. Thanks
  7. Hi everyone, I am facing the same problem as I am runing DCS on a 22" with Helios captZeen for the instrumentation plus video projection on top of the 22" So as a nominal position my HUD is just at the bottom of the projection sreen and as by default the HMD alignement is done at center screen I am facing the same problem reported by other, the HMD pointing several degrees above where I am looking and this has nothing to do with the HMD alignement procedure... I will post some screen to illustrate the problem. So nothing new about this problem ? Still nowat to change the HMD position in a lua file ? Thanks
  8. Just want to mention that in Blender texture view, there is only a small difference between front and back side (see pictures) while in DCS there is a large one the back side being mostly black. I tried playing with the edm material (forest, self-illuminated, transparent sef-illuminated) without even worst results. May be the solution is "Solid" with a good combination of blending and shawod or specular map or whatever I cant imagine... Hope someone will have a good solution... Thanks in advance.
  9. Hi tobi, Not exactly sure about what you are asking (still noob here) so I rather post a screen of the EDm exporter. I use blending set to 2 (tanks to Eightball advises) but I do not really know what is the difference between values 0, 1, 2,... Same for the shadow. Is there somewhere a simple basic explanation about what these different values means ? But may be your question concern the Material slot... Edm is my texture name and I didn't touch the Solid preset. Thanks in advance for your help.
  10. Hi Blender/DCS gurrus, After some months fighting with Blender, EDM exporter, textures... I was finaly able to achieve my goal but I am facing a problem with textures with alpha chanel. I did some very simple low poly (2 perpendicular crossing faces) / low texture trees exported as "double side" EDM model with blender. As you can see in the following pictures when facing the sun the rendering is good but in the opposite direction it is far too dark... It sounds like a problem with alpha channel textures because the buildings (without alpha) I build and exported in a similar way do NOT suffer this. So obviously I am doing something wrong between alpha and non-alpha Blender EDM exportation process... or may be some texture files are missing (I use only diffuse map). Any Idea ? Thanks. Facing the sun : Opposite direction: DCS native trees are also dark when not facing the sun but at large distance they are bright although mine stay completly dark..
  11. Hi, A "logistic" plateform automatically build-up by DynaMO (from a gereric "Big2") Yes I know, "DynaMO" is miror/upside-dow (anarchically) as I intended to do it
  12. Not yet. The Map Enhancer (see the other thread) is in beta. OOB/ATO pre-alpha
  13. Checked right now. Everything fine on my side on DCS and C6 forums.
  14. hoooo Don't know what is going wrong... I can see all the screenshot... Anyone ? In the meantime you might try C6 but I do not know if you must be registered to see it... https://www.checksix-forums.com/viewtopic.php?f=432&t=214871
  15. Hi, If you are looking for a bit more than just static targets (low-poly, low textures) DynaMO might be of interest for you :
  16. As a final note for today, this afternoon I tested effects and destroy things... Building a (low poly/ low texture) destroyed model wasn't a big deal but I still do not know how I could attach a "smoke to a Chimney Nor how to trigger from the 3D model the burning effect when it is destroyed (even don't know if it's possible). Anyway it's possible from a simple lu script. Here it is: In the maen time, Happy flying on the best simulator ever (IMO) and see you next time.
  17. What about this ? Could it be an Army base... If you whish... By the way, yes I know "DynaMO" is written miror... It's intended as it sounds to me like cyrillic as nod to the DCS team who gave us the opportunity to fly our common passion on this fabulous simulator. Thank you so much DCS guys! You rock !!
  18. What could be a Factory Or this (base on the same generic plateform) HQ or radio station... As you will prefer...
  19. 4 Sams plateforms are already mostly finished. You can put whatever Sam you want althougt the "ground" design comes from SA2, SA3 SA5 and (don't remember) I found on the net. Thes sizes are on average quite realistic. Although the textures des not perfectly fit the DCS map, the integration in the landscape is not so bad IMO...
  20. Hi everyone, Tired of flying map mostly void of "startegic" targets... Tired of spending hours to dispatch Sams, bataillon and flight... Tired to fly mission where you (as the mission builder) know what will happen Tired to fight hourless with triggers to make mission less predictible... Certainly forthcoming DCS campaign engine would be welcome to overcome these "drawback". In the meantime DynaMO might be of interest for you. DynaMO is a freeware project intended to be a packadge of: - A map enhancer (beta stage) that will allow you (from template) to easilly and automatically fill DCS theater with customisable "strategic sites" (Factory, Army base, nuclear power plant, chemistry...) with air defense or air ground bataillons ready to defend themselve... - An Order of Battle (OOB, alpha stage) that will automatically dispatch ground bataillons moving along roads from "site" to "site" to simulate reinforcement or to captured ennemy "strategic sites" - An Air Tasking Order (ATO, alpha stage) that will automatically spawn flghts on all mission type (strike, CAS, CAP, HAVCAP, escort, Sead escort,...) with goals to defend territory and attack ennemi flights and "strategic sites". DynaMO is mostly composed of home made lua Scripts (powerded by ATME) that will be embebed in a "DCS base mission" with a parameter file that will allow you to easily balance forces to "fit" your computer power. Thanks to aggregation/deagregation (a la Falcon), DynaMO runs on my an 12 years old computer with dozens of bataillons. As I am doing all this alone (hopefully with advises of kind people on these forum) and on my free time, do NOT expect all this right now. However as you can discover in the following, the map enhancer is already in beta stage and as I was already running a MAP/ATO/OOB preliminary vesion 2 years ago (stopped because of personal problems) I am confident that I can achieve these objectives. But as usual, let's hope, wait and see... In the following I show you a bunch of "real plateforms" dispatched automatically on DCS Map by DynaMO from corresponding "generic plateforms" templates. Keep in mind that the goal is NOT to provide hypra detailed "scenery" but low-poly, low texture ones. As DCS does not provide a lot of static objects I decided to build by myself what I needed, and beleive me it was a hard time for me (compared to Lua coding) as I didn't know anything to Blender and 3D modelling and DCS object integration 3 months ago... Hopefully I am not building k-poly objects like some talentuous guys here. I am mostly done with that (12 (3 (medium, large, big) x 4) generic plateforms + 4 Sam sites) plus a dozen of static objets (some that you can see in the following screenshoot)) and I hope to switch again to Lua coding soon... Encouragements are not needed but welcome. On the other hand, as I do that freely (donnation will be welcome if you whish) on my free time if you thik that all this is bull<profanity>, just relax and take a bear or coffee away from this thread. Thanks in advance. So let's have a look at some screenshoot: A nuclear plant (but this might be anything else) As you can see, this could also be a Chemical plant (base from the same generic plateform (big1):
  21. Hi everyone, Very simple question (I think). Let's suppose I have build a simple edm model let'say a chimney with it's destroyed model. - How to assign a DCS native explosion effect to the mode (so that it burns if destroyed) ? - How to add a DCS native smoke effect on top of the Chimney ? - Where ca I find a list of DCS native effects available ? Thanks
  22. Hi, The DCS Hornet is the best virtual military jet I have ever fly. No doubt the F16 will be at some point. Thanks ED for all efforts end energy you put into this. Happy flying
  23. Hi everyone, Rookie Blender here with transparent textures problem illustrated in the attached screen. In Blender my mesh is textured correctly with a transparent fence (see screenshoot) and I would like to get the baked texture for DCS ingame rendering. However, when I bake all the textures in one 2048 x 2048 png image with apha chanel: - if I bake it as a diffuse bake type with only "color" the color rendering is correct but the fence is completly black (see scrennshoot) - on the othre hand, if a bake it as "combined" (with all Direct Lightning contribution ticked) the fence is transparent but everything is black. So I suppose than I am doing things 50% right... I am also wondering what I should put in the blendind EDM properties. So could someone tell me what is the right procedure to get proper baked texture with transparent things and proper edm parameters. Thanks in advance
  24. Hi Guys, could we stick and focuse on the original topic : collision model. For any general problem with edm expoter I would suggest this : Thnaks
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