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DoctorStrop

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Everything posted by DoctorStrop

  1. I believe, you get that error if you have not UV unwrapped an object.
  2. Thanks, I appreciate the comment :)
  3. Thanks for your reply. If it is hard coded, that is kind of a brick wall in terms of using the standard LUA for this kind of project. Does this mean that the "speed of light" in DCS is only 78MPH? :D I am left with three choices; A) become a genius overnight and code my own CA dll somehow. B) somehow use the MiG29 SFM and create this car as an aircraft with extremely poor lift, really heavy weight, and ground handling that mimics a car. C) wait an indefinite period of time in the vain hope a fellow modder suddenly says, "hey change this" I think I will spend a bit of time tidying up the mesh, and adding detail. Lots to learn before I feel I am ready to take on a more serious project like an unspecific aircraft ;)
  4. I took the X gear ration to over 9.something, and the vehicle would not move, so there must be some indirect link. Also do you know about the other parameters? None of the parameters make sense. I assumed that top speed could be whatever value multiplied by 3.6 as I found this while digging in Eagle Dynamics\DCS World\Scripts\Database\db_units_cars.lua GT.MaxSpeed = GT.chassis.max_road_velocity * 3.6; -- *3600/1000 м/с->км/ч поле из chassis для ограничения скорости унита в редакторе so assumed I could get up to 200 (320 kph) by setting max_road_velocity = 89, in my chassis definition. 78 MPH is still max :(
  5. Yes the boat motion is gone, but top speed seems to be a maxed at 78. I managed to get 80 on a slope :( No chance for making a Delorean
  6. Yes I had added subtle animations for those in the model. I have now taken the animation rotation to 0 degrees to see if it reduced the boat style handling. There is no visible change resulting from changing the animation rotation. The really bad rolling was due to my lack of understanding. The lua above does not cause this anymore... I will try and dig out the bad to see where it went wrong. Progress so far https://youtu.be/E53UZX16ai8
  7. So I have been speaking to other forum members, who have been really helpful with PM's. They have pointed me in the right direction to work out where I need to look, so thank you to them. Solving how to configure the LUA is proving harder than creating the mesh I am working on. The Blender plugin is not worth using due to it's issues, so I am now using 3dmax to create my EDM. While Blender is something I am familiar with, the lost time in altering the mesh, trying to export, then recovering from any crashes. it just takes too long. I did not realise I could define my own chassis types; so I have come up with my own chassis with ridiculous figures based loosly on the ingame tigr lua chassis (gearing); GT_t.CH_t.amdb9 = { life = 1.5, mass = 200, length = 4.7, width = 2.3, max_road_velocity = 102.2222, max_slope = 0.4, engine_power = 12250, gear_count = 7, max_vert_obstacle = 0.5, max_acceleration = 4.08497, min_turn_radius = 8.9, X_gear_1 = 1.750, Y_gear_1 = 0, Z_gear_1 = 0.092, X_gear_2 = -1.550, Y_gear_2 = 0, Z_gear_2 = 0.92, gear_type = GT_t.GEAR_TYPES.WHEELS, r_max = 0.406, } GT = {}; GT_t.ws = 0; set_recursive_metatable(GT, GT_t.generic_wheel_vehicle) set_recursive_metatable(GT.chassis, GT_t.CH_t.amdb9); The thing here that seems to have made all the difference is the weight value. If I set to 200 I get good acceleration, but my speed is capped at 78MPH. If I reduce even further to 40, I get really good acceleration, slippery handling, but sadly a top speed capped at 50MPH. The only effect I could achieve from tinkering with the gear values, was when I altered X_gear_1 = 9, which caused the vehicle to barely move. I increased Z_gear_1, and reduced it closer to 0, this seems to have no effect on the vehicle. The problem is I can only guess what these mean, as no one has said for definite. Also tried GT.turbine = true;, but this also seemed to have no effect. I found these in the core LAU generic = {}; generic.chassis = {} generic.fire_on_run = false generic.visual = { fire_pos = {}, min_time_agony = 4, max_time_agony = 60 } generic_vehicle = {} set_recursive_metatable(generic_vehicle, generic); generic_vehicle.human_figure = false generic_vehicle.mobile = true generic_vehicle.Crew = 3; generic_vehicle.CanopyGeometry = { azimuth = {-180.0, 180.0}, elevation = {-10.0, 70.0} }; generic_vehicle.toggle_alarm_state_interval = 2.0; generic_wheel_vehicle = {} set_recursive_metatable(generic_wheel_vehicle, generic_vehicle); generic_wheel_vehicle.max_rotate = 3.14159 generic_wheel_vehicle.animation_arguments.wheels_rotation = 8; -- вращение колес generic_wheel_vehicle.animation_arguments.wheels_turn_angle = 9; -- угол поворота поворотных колес generic_wheel_vehicle.snd.move = "GndTech/TruckMove"; generic_wheel_vehicle.snd.engine = "GndTech/TruckEngine"; generic_wheel_vehicle.snd.starter = "GndTech/TruckStarter"; generic_wheel_vehicle.snd.turn = "GndTech/TruckTurn"; generic_wheel_vehicle.snd.move_pitch = {{0.0, 0.7}, {20.0, 1.8}}; generic_wheel_vehicle.snd.move_vol = {{0.0, 0.01}, {0.5, 0.5}, {8.0, 1.0}}; generic_wheel_vehicle.snd.engine_pitch = {{0.0, 0.5}, {3.0, 1.0}, {3.0, 0.5}, {12.0, 1.2}, {12.0, 0.5}, {17.0, 1.2}, {17.0, 0.5}, {30.0, 1.5}}; generic_wheel_vehicle.snd.engine_vol_v = {{0.0, 0.8}, {3.0, 1.0}, {3.0, 0.9}, {12.0, 1.4}, {12.0, 1.2}, {17.0, 1.8}, {17.0, 1.6}, {30.0, 2.0}}; generic_wheel_vehicle.snd.engine_vol_a = {}; I am guessing I can define sports = {}; sports_vehicle = {}; sports_wheel_vehicle = {}, and create my own sounds somehow. I dunno... this is for another day. I am guessing 78 MPH is top possible speed?
  8. Hi, I am building a vehicle mod for combined arms. I want to adjust the top speed and acceleration.. All I can find following days of searching is this post. https://forums.eagle.ru/showpost.php?p=2936120&postcount=472 I assume the code referenced is part of a parameter list as separated by commas, but I have no idea how to define or use any of this. Thanks in advance.
  9. Hi, thanks for the kind words. I don't really have much knowledge of this, and it has taken about 2 weeks to discover how to make it work. I started the body mesh to see if I could do this, always been curious to see if I had the patience, but found it to be kind of addictive and it spiralled really. All you need is determination to make this plugin work. From what I have read and people I have spoken with, it seems like it could be contentious to use this plugin, which is a massive shame as it is actually a great tool. I do not know if the problem is to edit the plugin, or to use the plugin. I would make a video on what I have worked out, if someone from ED confirmed they were not against me doing so. I will tell you the following that I have learned, from trial and error. I assume you can see the EDM export option in Blender, you know how to UV unwrap, and how to add textures. Other than exporting the model as EDM, the operations I describe are all standard in Blender, and any "cycles render" tutorial will help you. Create a default project Work in Cycles render Select the cube, and add a material Add a image texture node to the material Put the cube in edit mode UV unwrap the cube In UV viewer add the texture image to the view Calculate the normals UV unwrap again Return the cube to object view Export as EDM There are options in materials settings to set EDM material properties, otherwise it is set to default. My car has glass, but it is so clean you cannot see it :) BUGS/Problems/Rules: Materials applied as 2 sided only export as one sided Mirror Modifier is applied on export Subdivision surface can cause crashes if not applied prior to export If you do any rotations, make sure to use quarterniums, else Blender will crash when exporting. If you do any animations you must use linear interpolation. Anything else will cause a crash on export. With this tool you cannot have child objects with an empty as a parent. This crashes on export, as it expects the empty to have a texture I think. If you have any objects that when exporting as EDM are not UV unwrapped, you will get missing nodes exception stack trace reported. Every time you add a child object to an object, the plugin will rotate the child on the x axis by 90 degrees on export (hence my wheels... fixed now BTW https://www.youtube.com/watch?v=2d5dVrOOPlw). Any child of the child also gets the same rotation, so will export at 180 degrees on the x. The body of my car is added to a plane for y suspension, and then a plane added as a child to that for x suspension, then the body added to that. The car body in my Blender project had to be rotated 180 degrees to show correctly in DCS World. Normally I would say you should save you work before exporting, but I find it safer to see if the export works, and then save after if it does. If it does not then you can revert to the previous working copy. Make back ups of the blend file each time you make progress. Hope this helps
  10. I don't know what TOS is. Please can you give me a clue so I can read up on it. I think I read somewhere that the plugin has problems with axis, and I think someone amended the code, but did not share it. I guess I will need to attempt the same thing, but know nothing of python lol
  11. Oh, it was related, but not the same topic.
  12. Thread says moved but where?
  13. Blender mod. I have this mostly working, but have hit a brick wall Hi, Before I start I am not in anyway under any expectation of help from ED, I understand how busy they are, this goes out only to people who want to chip in, and offer advice. I have been reading and tinkering with a mesh for a Aston Martin. I already have a few people who want to chase me down in it if I can get this working. The new DCS 2.5 looks awesome, and I imagine it would be pretty cool to drive around in. So the current problem I have is that when I view my model in Blender, all is good, the steering works as I would expect, object with rotation on z axis with arg 9 for steering, and child object on y axis rotation with arg 8 for wheel rotation. In DCS or ModelViewer, without the steering my wheels are nice and straight, but with the steering applied, my wheels rotate around the steering axis. See the attached video links. Without steering axis https://www.youtube.com/watch?v=QpRye8-pyMk With steering axis https://www.youtube.com/watch?v=tumTmwqv7rg This is as far as learning from google, the university of youtube and this forum search takes me. I have no idea yet how I will get to the end goal, but figure the hard part is to make a mod that if AI can use in DCS then I should be able to get it working through CA or a heavily modded SFM... too far ahead to think about that for now.
  14. There was much to figure out. I still have not worked everything out, so not in a position to do a tutorial. If I can workout how to get the arguments in, I will maybe post a tutorial. To get a static model in to DCS you just need to get the EDM plugin, set the UV, image map, and material properties, then export as a EDM. Doh.... found this. It was right under my nose :) https://ndevenish.github.io/Blender_ioEDM/modelling/animation.html
  15. I can get this to work to some extent. I am hoping someone is interested inhelping me. I've been messing with the Blender settings and it is actually quite straight forwards to get a object in to DCS. What am stuck at is how to set the animation arguments. I set up an anim for the wheel rotation, using what I reverse engineered (not using anyone else's mesh, just poking my nose in to see how it works ;)). I know I missing something, because I cannot see how to set the argument. I see it is argument 8 for rotation, as I used some guy called uboat's arg extractor tool on my edm file and it shows no arguments set. Thought it was just something simple as setting the anim name to how I have it in the image. Proof it works... https://www.youtube.com/watch?v=H02ATIJzTGo anyway here is how I have Blender set up for this anim... BTW I am doing this as I thought it would be quite cool to drive round the new awesome 2.5 goodness, maybe being chased by a few armed friends.
  16. I can't take credit for the cube idea, this was someone else's description. It is fair for me to say I also asked for help in the Blender forums :)
  17. I made a box projection monitor settings LUA file so I could have each side; top bottom, left, right, front, and back all in one display, like a unfolded cube. I recorded a trk in this format. Then I baked the projection on to a cube in blender, stuck a camera inside the cube, and rendered it as a equirectangular panoramic projection. It took 48 to render on 1070 GPU, but is on 1080p. Next time I plan to get as close to 4k as I can. Setting the correct FOV proved impossible for me. I need to look into this more. I only have a 1080 monitor, which I over scaled to 4k, but I have since I finished the video realised that I assumed incorrectly that nVidia Shadowplay would record at 4k (I guess it can) which is where I lost most of my quality. I will look at getting this right next time, along with audio.
  18. This is a 360 video I have done. I have lots of improvements to make if I make future videos like this. Somehow I managed to lose the sound clip :( I hope you like the flight. Some pretty tight loops and barrel rolls. The original flight was on the Aerobatic Online server, sadly cut short due to lag.
  19. I have done further digging. It appears some people have changed their view ports to cheat on multiplayer servers, and now a default cannot be set. This makes things difficult as I was hoping to render the movie using the inbuilt DCS tool as I will need a resolution that exceeds my monitor display, which I am already spoofing 4k on HD. I could try over sampling my monitor further and use Shadowplay, but subsequently trying to manually adjust the FOV with the crappy incremental DCS zoom is like trying to tune a black and white TV from the 1970s. Looks like I can only make this sort of movie with A10c, FC3, or Ka50...
  20. I have searched for saved views, but it all seems like it must be related to a10c, Ka50, and FC3 as the settings do not seem apply to Harrier.
  21. I have worked out that I got the viewDx and viewDy values incorrect. These should have been increments of + or - 90. To get the correct view I need to zoom in, but DCS zoom seems to me to be difficult to manage, it does not allow fine control. This is what it looks like... low resolution images recorded while testing.... https://www.youtube.com/watch?v=u0EkDchXHtQ&feature=youtu.be Anyone able to answer if I can set a zoom value as a preset?
  22. Hi, I am trying to do a 360 video. I have everything set up in Blender, but the box projection monitor set up does not do what I was hoping for. This is the image I am getting and the code I have come up with. Please can someone see where I am going wrong. Maybe I have to do something with field of view? Thanks in advance _ = function(p) return p; end; name = _('Box projection'); Description = 'Configuration for Box Projection' Viewports = { Top = { x = screen.width * 2 / 4; y = 0; width = screen.width / 4; height = screen.height / 3; viewDx = 0; viewDy = 1; aspect = screen.aspect / 4; }, Bottom = { x = screen.width * 2 / 4; y = screen.height * 2 / 3; width = screen.width / 4; height = screen.height / 3; viewDx = 0; viewDy = -1; aspect = screen.aspect / 4; }, Rear = { x = 0; y = screen.height / 3; width = screen.width / 4; height = screen.height / 3; viewDx = -2; viewDy = 0; aspect = screen.aspect / 4; }, Left = { x = screen.width / 4; y = screen.height / 3; width = screen.width / 4; height = screen.height / 3; viewDx = -1; viewDy = 0; aspect = screen.aspect / 4; }, Center = { x = screen.width * 2 / 4; y = screen.height / 3; width = screen.width / 4; height = screen.height / 3; viewDx = 0; viewDy = 0; aspect = screen.aspect / 4; }, Right = { x = screen.width * 3 / 4; y = screen.height / 3; width = screen.width / 4; height = screen.height / 3; viewDx = 1; viewDy = 0; aspect = screen.aspect / 4; } } UIMainView = Viewports.Center
  23. For those interested, the YouTuber posted this response.... I captured hi-quality video in high resolution with special monitor setup for box projection in "DCS World/Config/MonitorSetup/" and it looked like this https://www.braynzarsoft.net/image/100046 . Then I did remapping from box to cylinder projection, and it began to look like https://area.autodesk.com/dynamic_resources/area_learning_tutorials/1223/content/11505525841.jpg . So you can feed YouTube such projection. The original video should be in a really high resolution because it undergoes severe distortions after remapping
  24. I have been messing about using Blender for video editing. Here is my first shot. Full flight of a Harrier 3 ship. We are still evaluating if we can make a display with this amazing aircraft. Mistakes included :)
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