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Raz_Specter

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Everything posted by Raz_Specter

  1. Hi All Well I have done all the other animations which are working in game, as you have see from Naked's video, still some textures to work on and the dreaded track animation which i have been trying to do for 5 days now. I am really struggling to animate the tracks, without the tracks being animated it would bug the hell out of me till the end of time. What i have tried so far: 1. Path Deformer - works perfectly in 3dsMax but have been told that DCS only supports Skin and bones 2. Skin and Bones - managed to bone the track and apply a IKSpline to the bones, Problems are as follows: 1. Track appears perfect along the top of the spline (the shape i want the track to be) 2. When it goes round the corders the track for some reason faces outwards. Questions: 1. I am able to animate the animation using the % along Path on the first bone. But how do i assign an arg based animation to this so that i can animate this value and assign arg 15 for the track. When i try adding this it to say the path percent it wipes the animation out. (see image1) 2. When applying the IK Spline Solver to the bones and then choosing Line01 for it to bind to i get the following (see Image2) how can i overcome this? 3. How can i stop the track from facing outwards on the edges of the line and the bottom? (see Image3) I would appreciate some help with this as I am struggling with it, now if this way Maya it would have been done 4 days ago :) Hope someone can point me in the right direction Much appreciated Specter
  2. HI Sniper, Many thanks for the reply. The only difference between yours and my ones were you had the Frame Rate set to Custom and value of 100, I changed mine to the same and the turret now is working in the built in ED editor, I downloaded the standalone but don't see anything when the model is loaded (screenshot attached) Can you give me some tips on how to animate and set the track up? I followed this video to duplicate the track along a path and constrain it to the path. I am then animating it using the arg based option. ${1} Exporting animation i am still not seeing the tracks move (i am not entirely sure if i can just type in 13 for the Arg on the bar at the top to start the animation) to test that part but i am not able to choose anything other than 0 Many thanks for the help Cheers Specter
  3. Nice Models Sniper :)
  4. Hi All, I am in the process of animating the Scimitar which i have completed the modelling for. I am a Maya user and have been for 20 years so jumping into max (which i used many many years ago for modelling only) is a little tough. I started animating this morning and have a few questions if possible 1. I set the frames to -100 to +100 for the timeline. I added a roatational argument with the value of 0 for the turret and animated frames 0 to 100 right 180 degrees and also frames 0 to -100 180 degrees left, Frame 0 is the centre facing forward. When playing this back in the ModelViewer and enabling the animations the turret only goes to around 2 O'clock and 11 O'clock, (12 O'clock being the centre facing forward (default possition)) why is this happening, do i have to use less frames or something. EDIT: I forgot to mention that i have set keyframes at ever 25 frames also (i read this somewhere) 2. I have also animated the tracks Arg 13 for left track and Arg 15 for right track, exporting the animation doesnt show this when trying to enable the animation in the ModelViewer, I think that (and this is only a guess) the box on the top bar in the model viewer is at 0 and the turret moves, i thought i would be able to change this to 13 to maybe see the tracks move, but it wont set to anything other than 0. 3. When using Arg mased animation and i click something to add an arg to, moving onto another animation and setting up another arg for that, how do i get back to the the original arg? click the dummy i usedto apply the arg doesnt show the actual arg in the motion tab. 4. for the tracks, as i have a path constraint set already for the animation of the tracks both forward (frames 0 to 100) and backwards (frames 0 to -100) when i move the timeline the track animates, however the track flips on part of the path so that the inside is facing outwards and then further around the path it flips back. From Googleing I think i need to use something like a look at contstraint, how do i apply this and what do i need to look at? the curve? 5. When you apply an Argument for arg based animation to an object and click add, the default name is event. do i need to change this name? does the lua files need to use this name to reference the arg? Like GT.LeftTrack = -1? Hope someone can help with my questions as we are very close to having a nice british model in game for people to use. I look forward to your replies. Many thanks Specter
  5. quick update for the day. Not doing any more today. Cheer Specter
  6. Hey Chaps, Just a few screenshots from this mornings work since 7am :) UVing and texturing,.... glutten for punishment lol Anyways, hope you like it so far. Cheers Specter
  7. it was just a quick test this morning to see what it looked like in Max, as i will have to import it again once i have completed the UVs as I use Maya for modelling and Unfold3D for UVing :) Really looking forward to getting this puppy working though Cheers Spec
  8. Thanks Galm99 some close ups of the turret would be nice from the top down and sides. Thanks Specter
  9. defo going to purchase this puppy, really looking forward to its release. many thanks
  10. Morning all Tank Tracks are now done, jsut got the model into the game, next UV'g then texturing.
  11. I think the lesson to be learnt here is don't publish to, effectively the world, something that you don't want dissected or shared. Excellent mission though Tony. Looking forward to the next one mate Cheers Specter
  12. I agree, i wouldn't have asked permission to use the sound files, if it was something like the DCS campaigns then yes, but free missions, hell no If someone wanted to use my textures from the various mods i have made avail, i wouldn't be upset, its released free to the community for the use of. Cheers Specter
  13. Excellent work Mate, really good mission +1
  14. I personally have no interest in WW2, but have bought the pack to show support and also have something new to fly the airframes i like to fly in. Really looking forward to flying the A10C in the new map, be like visiting another country for the first time :) Cheers Specter
  15. I have no issues with the current direction ED are headed, as people have said, if you don't like it don't buy it. SIMPLE! :) Cheers Specter
  16. Coming along nicely, just finished the tank track segment curtesy of Galm99 reference photos will post some pictures later today Cheers Spec
  17. yep, those tracks are just a placeholder, just waiting on some reference pics from one of the chaps in this thread so that i can model the tracks. Thanks Specter
  18. Just finished the tracks, although may redo them
  19. Hi All Just wanted to share the progress on my new project as I notice there isnt that much british stuff in DCS and this would make a good addition for say JTAC. its coming along, still in the modelling stage Cheers Specter
  20. thanks for the advice guys :) Cib, Ill catch you on TS and we can discuss mate :) Tired now and i have been investigating cases lol TO DEATH lol think i have found the one i love https://www.novatech.co.uk/products/components/cases/midtowercases/ph-es515etg_ag.html Very nice :) anyways thanks for the advice guys. Just wish we had more info on 2.5, oh well :) Cheers Specter
  21. I use the mic switch forward for left click and mic switch back for right click on the hawg throttle, but to be honest, it doesn't really work when you have to virtually spin your neck to reach some buttons in some air frames, hence the use of voice attack. I also use voice attack for combinations of key inputs. example: i say get weapons voice attach does: # then F11 then F8 then F1 its very handy for stuff like that if i am in the A10 i just say lights on, and voice attack does LCTRL P then flicks the lights switch up Thanks Specter
  22. Hi All, I have been considering upgrading my system as I like to keep current, while my current system is nearly 2 years old I am not sure if I should upgrade or not. One consideration i thought of, if i upgrade will DCS take advantage of the new kit. I did a performance test the other night, just a quick mission with just a Viggen plonked down near Batumi. CPU never got above 20% GPU was stable at normal I used to run the sim on my 4k 27" monitor with everything maxed out and using track IR Since I bought the rift, even thought the detail isn't there, there is no substitute for the immersion factor of the rift IMHO. Current System: Hazwell Intel 5820 Asus X99 MOBO 32 GB DDR4 Ram EVGA nVidia 1080 Upgrade: 7th Generation Intel® Core™ i7 7700K 4.2GHz Socket LGA1151 (Kaby Lake) Processor - Retail ASUS ROG MAXIMUS IX CODE Intel Z270 (Socket 1151) ATX Motherboard G.SKILL F4-3000C15Q-32GTZR Trident Z RGB Series 32 GB (8 GB x 4) DDR4 3000 MHz PC4-24000 CL15 Dual Channel Memory Kit I know my current system can handle anything i throw at it but with the advent of 2.5 i am not sure what to do. Do i upgrade now in preparation or just stay with my current system FPS in the rift is normally a stable 45, although with the previous update East of Kobuleti near Senaki, it drops to 22 at some points, mainly around the runway. any advice? Cheers Specter
  23. i have the CV1 and also a warthog, while as stated you can press some keys (which i occasionally do, i use Voice Attack which i program with whatever i want and that presses the keys in the sim. would defo recommend voice attack Cheers Specter
  24. Hi Tyger, The reason why i made the compilation is because there are so many mods out there and if you are new to DCS its a bit of a minefield just knowing what is the best to have. This is what i use myself, thought it would be good to share with others, although from my previous posts, its been a help to others. I credit all the texture work to the respective authors and their names are in the title of the post. At the end of the day, if people want to dontate and support these modders, there is no reason why they cannot find the original site and donate there, like i have done with Barthek and Starways. Anyways, nice to see you active on the forums once again, now get your arse in the cockpit :) Cheers Specter
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