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Everything posted by Raz_Specter
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Just got the Landrover into Substance Painter for a quick mock up to see what she looks like. Should be finished within the week. Although I still need that wonderful Substance Painter to 3DSMax workflow to walk through the door before she gets released. I have some other models ready for release also but as I said I am stuck. Cheers Specter
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+1 mate - love this mod :)
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b
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thats because its a ground pounder :)
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Forgot to attach the puctire
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delete thread
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we may be starting the jackal 2 very soon, visiting the Bovington Tank Museum this Friday with my camera, should be able to get some excellent reference images, unless i see something that takes my fancy while walking round :)
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Help with cheap upgrade to run Normandy
Raz_Specter replied to nick10's topic in PC Hardware and Related Software
I am thinking of upgrading my machine and may have the following components for sale if anyone is interested: Asus X99A Motherboard Intel Core i7-5820K 3.30GHz 15MB Haswell-E Unlocked 32GB DDR4 2400Ghz RAM Coreair Hi110 watercooler components have never been overclocked. Ping me or let me know if you are interested Cheers Specter -
EXCELLENT CIRIBOB - Works perfectly in the rift :) jsut a little small. Manybe a feature request to control the font size? Found a fontsize in the config file, tried changing it but didnt do anything Great skills thanks Specter
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Hey guys Hope someone can help with this. We are trying to create a skin pack for the Scimitar we released on Saturday which includes a UN and a Tan Camo Skin We have done some research with the description.lua Our understanding and correct me if i am wrong is that each field in the description.lua refers to the following: field 1: = the name of the material in 3dsmax field 2: = 0,2,3 refers to which channel you require i.e. 0 being difuse field 3: = The name of he dds file to use field 4: = where to get the file from, local folder or zip file so the mod (which was released Saturday) includes a Specter_Scimitar.zip file, which contains all of the textures. example test: One of the files is called: Specter_Various.dds this material in max i have named: scim_tex_01 so from what we have read our description.lua should look like this the issue we have is that when you select say the UN material only parts of the model are changing colour to refract the UN skin, in the UN_Specter_Various.dds there are loads of bits which have been UV'd but not all are changing colour. Can anyone suggest what the problem is please? Many thanks in advance for the help Cheers Specter
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We will be releasing a skin pack in the coming days which includes the following: United Nations Skin Desert Camo Skin A few Screenshots of WIP Skins: Cheers Specter
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thanks mate :) its been a mission :)
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The British Fighting Vehicle Group are proud to present to the DCS community the first of many fully functioning military vehicle for your pleasure. Key Features: Compatibility with In-game JTAC / CTLD JTAC Fully Combined Arms Compatible Defensive Smoke Canisters implemented Optical Sight including Laser Range finding / NVGs / IR Pointer / Gun Sight Download: Both Versions are IC compatable but can be installed in different locations: Saved Games Version: Download JSGME Version: Download DCS User Files JSGME Version: Download Installation Instructions: Saved Games install: Download the rar Extract the folder FV107 Scimitar BFVG into C:\Users\<your username>\Saved Games\<DCS Version>\Mods\tech Done JSGME Compatible install: Download the rar Extract the folder FV107 Scimitar BFVG into your JSGME Folder and enable Done A special mention to the following people: Galm99 for the great reference images Rudel for advice on animating the tracks Fenrir for helping with the testing SVKSniper for his time and advice
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I have managed to work out how to animate the tracks. EXCELLENT :) :) :) :) So so pleased!!
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thanks for the feedback chaps :) Neil, Yes i do plan on making some more British units and will investigate your suggestions. Virtually everything else has been completed now, just the damn track animation is outstanding: The issue i am having is that i don't understand how to apply an arg based animation to something other than using rotation, position and scale, I can animate the UV to produce the moving texture no issues within max, however applying that to an arg based animation is another matter. Cheers Specter
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Hi Rudel Any chance of getting some assitsance on how to apply this to my modelled track, would be great to get this into game all finished, I have PM'd you my email address Many thanks Specter
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No worries. Suntsag and I are working on a British Scimitar - thread in the main modelling section Cheers Specter
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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
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A few Questions on animation for the Scimitar
Raz_Specter replied to Raz_Specter's topic in 3D Modeling for DCS World
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 -
Nice Models Sniper :)
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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
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quick update for the day. Not doing any more today. Cheer Specter
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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
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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
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Thanks Galm99 some close ups of the turret would be nice from the top down and sides. Thanks Specter