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Oban

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Everything posted by Oban

  1. Some bad news, My laptop died a death all of a sudden, (catastrophic motherboard failure) and with it pretty much all my raw files and textures that I've worked on for the past 5 years. As it stands now, there's 10% chance of some files being recovered, yeah I had some files backed up on a separate drive, but I'm without a working laptop, and the last one cost me £1600 only in January, I cannot afford to replace this right now, as I have to wait for the full report. I maybe able to claim on purchase insurance with my bank, but that's going to take a while.. Until then, everything is on hold, and possibly if it's not good news with file recovery, then I honestly don't know if I have the time and effort to begin everything again from scratch..
  2. Looking for some help (3ds Max) Tank track animation, I have followed Markindel's video, making tracks look animated by offestting the texture coordinates. His are offset using U coordinates, but that makes mine go in a different direction If I offset, the V coordinates, then it looks like his. I've then tried to use the Graph editor, and using the arg 15 (floating) for the track, as per DCS , but when I export, there's no arg showing up in the exported version. Does anyone have a very simple easy to follow workflow for track animation please?
  3. Hello all, apologies for the lack of updates and release, got tied up with work issues, and a family bereavement recently so didn't have much time to get this squared away. I will work on it this week, not sure what the last update broke, there's bound to be something !! LOL
  4. You should be able to just add their line of code to yours and it should work, as long as you have both mods running. If you can't then you need to create your own missile model, and have it declared in a lua, and you should have it visible/working.
  5. For the wing tip vortices, you need connectors called FLOW_001, and FLOW_002, the game will read from those, as opposed to the co-ordinates For the contrails, pretty sure those will come automatically once it reaches a certain altidude, IIRC above 20K feet
  6. A a former gunner on a CVR(W) we never fired on the move, the turret is all hand cranked, and firing on the move was never taught, as there was a basic Operation procedure. that used the pneumonic CLITIFAD .. T being "Trnunnion tilt" which mean the uneven ground would have an effect on the accuracy of the gun, the Rarden cannon also could be fiired automatically but only be loaded with 2 x 3 round clips at any time, all done by hand, the first round was your "spotting round" and the other 5 rounds went off automatic. No fancy electronics, no stabalised gun, it was a hard position as you had to use both hands at the same time to control the turret.
  7. Oban

    Sea

    It's pointless unless you're going to model Pakistan and the South Eastern part of Iran... and seeing as that's not going to happen, you're just going to have to remain dissapointed.
  8. worked a treat, thanks @mkel2010
  9. Thanks Skate, is there a reason it won't let you mount the textures from the saved games folder though?
  10. Is there a fix for the parked aircraft rotating 180's and facing out to sea, instead of facing inwards towards the centreline ?
  11. Anyone have a fix for the Black and White Multi Thread Model Viewer ?
  12. Not sure you mean by this? You have to assign the material to the model in the 3d software, in order for the UV-Mapping to work if you're using normal, and specular mapping
  13. Reference textures, in liveries etc, I've used tgs's bmp's and jpegs, as well as dds's. regerence orientation, I have found that importing obj's and fbx files into 3dsmax, you need to orientate the object 90 degrees I normally have the front viewer as active, then you can easlily rotate the model so that it's facing left to right ( stern to the left, and bow to the right.
  14. These numbers refer to the real sizes, and not the scale, you've overscaled in your 3d software
  15. Yep, no amount of editing changes the default smoke now
  16. Within your lua for the system, you would have a part for the sensor/and or tower set.. usually default 0 for rotation and 1 for elevation and depression
  17. How have you set the radar operation within the .lua ?
  18. Yeah, intersting indeed, and also the colour has went from black to white
  19. So as per my post in the Type 42 destroyer, the new update has the MT smoke stacks/funnels working again ... however, they don't seem to be abel to be controlled, before you could control their volume here in these lines ( size) GT.exhaust = { [1] = { size = 0.05 , pos = {-10.7 , 17.2, 2.1 } }, [2] = { size = 0.05 , pos = {-10.75 , 17.2, -2.1 } }, } Editing this to almost zero makes no difference, has any of the masters such as @currenthillor @Admiral189 figured this one out ?
  20. Try 11 as that's the radar turn vehicle draw arguments or open various ground sams in MV and check their rotation args
  21. Looks like the last patch fixed the smoke stacks in Multi Thread, now I need to go back and fix all my ship models ... I also need to figure out why the Sea-Darts are not scaled properly ... @Beldin ? any ideas mate >
  22. I was the same until I updaded/purchased FC3 for $9.99 and now all modules are there, and no error message.
  23. Wasn't Bungo working on the Maritime assets?
  24. Excellent !!
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