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CougarFFW04

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  1. Hi, If you are looking for a bit more than just static targets (low-poly, low textures) DynaMO might be of interest for you :
  2. 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.
  3. 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 !!
  4. What could be a Factory Or this (base on the same generic plateform) HQ or radio station... As you will prefer...
  5. 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...
  6. 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):
  7. 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
  8. 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
  9. 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
  10. 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
  11. The one I got from the DCS dowload library (HOW_TO_Basic_Static-Object_Mod)
  12. Just used Tobi B's architecture and instruction (rename and replace his .edm by mine). Noyhing more, nothing less...
  13. As the collision model is embeded in the main model which is loader in game without problem it can't be file problem. As for a Line of code what are you thinking about ?
  14. Did it. We will see Thanks anyway
  15. So first let me tell that I was thinking about a UV map missing for the "collision" model but I add one and still no luck... So to answer your question: - model and collision mesh looks good in blender (3). Although with different mesh shapes (collision mesh simplified) they are where expected. - both have material, and UV map, textures only for the model - edm is "renderType" for the model and "shellNode" for the collision - both have the armature parent - export process does NOT complain. - edm viewer show correctly -- the model, textures and associated box around (see picture) -- the collision shape at the right place with no texture (so black I think) In game : the model appears correctly textured but if in the ME I put a "DCS native static object" (like a "car" or whatever) on top (for exemple on the flat grey parts) it sinks througt the model like if the collision model would not exist... So the highest part of a big object emerge above the model and a small on is completly hidden below (on the DCS landscape) Question : - does the collision model works also for statics object ? - problem with Blender 3 ?
  16. Right now it just a basic model... A rectangular shape would do the job for understanding what I am doing wrong and testing. In particular it is not clear to me if the "model" and the "collision" should be exported as 2 different edm models or if both are embeded in the "model" one (that I suppose because I see both in the DCS edm viewer). As far as I understood, "model" and "collision" do not have necessary the same "mesh shape" and they could even be displaced from each other (not what wee want but just to be sure). For information I am runing Blender 3 but I saw in another message that the plugin works fine in B3 By the way thanks for your youtube tutorial. Thanks to it I was able to do the job but unfortunatly you didn't cover the "collision" or Lods things. For the collision I tried to follow FireBlaze one (xith the car and tremplin) but... Pb might be identified : no UV map for the collision model.... Will check with and report... Finally NO
  17. Hi everyone, New Blender user with basically no experience here. However as I am only interested in basic low poly things I was finally able to build my first basic testing model and thanks to this great edm tool I was able to export and see it corectly textured in game. However I have a problem with the collision model and whatever I do, "DCS things" (I mean DCS static models like a car for exemple) sink into it Following yotube tutorials (tnaks guys) I choose shellNode for the collision model in the edm properties, threre is a material and the export doesn't complains at all. I checked in Edm Viewer and It is there perfectly in place but... So what could I be doing wrong ?? Please note that I have no problem with the "normal" (non-collision) things... Thanks in advance
  18. AGM65-F is a nightmare on moving targets... Good luck
  19. Hi, What Cfrag suggested. See also https://forums.eagle.ru/topic/285570-alert-take-off-with-plane-already-visible-at-mission-start/#comment-4813040
  20. Well in fact it works but 4 o'clock in the morning was probably too late to analyse properly what was going right or wrong
  21. Hi, investigated and it sounds that in fact Group.getByName("whatever") works even for players flight but that this is a lua problem. here it is : Group.getByName("Enfield") => works BUT if I do something like : tab = { Enfield = {"xxxx", "yyyy"}} for u,v in pairs(tab) do if Group.getByName(u) then don't care what it is doing here... end end it doesn't work... However if I print u it is Enfield and it is a string... So what is going wrong with thus lua code ? Thanks
  22. Hi everyone, Let's imagine that I have N human flights define in the ME for exemple "Human1", "Human2", "HumanN" Is there a DCS scripting function that could test if a player has entered "Human(whatever)" flight ? Looking forward for a function that would work in solo and MP sessions. I tested simply using the Group.getByName("Human..") but unless i did something wrong it doesn't seems to work for players... thanks
  23. Hi toutenglisse, I also use the mist function sometime it works with the workaround I suggested. Thanks anyway
  24. Still problem. Obviously because of my silly former error the scheduleFunction was not execute. Now it is but with the "usual" foolowing syntaxe DCS complains (user flag name) missed timer.scheduleFunction(trigger.action.setUserFlag,{'switchFlag',0}, timer.getTime() + 2) tried with {switchFlag,0}, {'switchFlag',0}, {"switchFlag",0} but DCS still conplains about user falg name.. Any idea ? Should I have a coffe... LOL Edit : I think that the problem is that the setuserFlag DCS function wants 2 parameters (not a table) but we can transmit only one (or several as a table) with the scheduleFunction. Am I wrong ? Any workaround solution? The obviuos solution would be to define my own setUserFlag function with a table as parameters and then calling the DCS native function with the 2 parameters. Sounds silly to have to do that
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