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Everything posted by Weltensegler
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FYI: Display Export - some stuff moved!
Weltensegler replied to Weltensegler's topic in DCS World 1.x (read only)
The position of exports is defined in the monitor.lua (config\monitorsetup\... Just out-comment ( --[[ text ]] ) the block with the Shkval to stop export or change x,y for new position. The viewporthandling.lua is used to make an export with the monitor.lua possible at all (though I think the Shkval is activated by default) or switch off in game Shkval etc. To switch an export on or off its easier to modify monitor.lua. I'm at work so this example out of my mind might be not 100% accurate but similar: Let me know if I understood you correctly. -
Smaller sun for DCS World
Weltensegler replied to Mustang's topic in Utility/Program Mods for DCS World
Thanks for the expected answer. I didn't RTFM and didn't even try the Mod. I was just asking if you got those kind of results among your many test results. But then never mind. -
Smaller sun for DCS World
Weltensegler replied to Mustang's topic in Utility/Program Mods for DCS World
Very nice! Do you have results where the HDR still fills its purpose more? I mean where the exposure kinda doesn't let me see all unlit areas and unlit bottom sides of aircrafts while I get blinded but still have your nice new sun size? -
Nice! good job! But format Text left side please :) its really hard to read! It looks like you call a lot of functions that I don't see defined in this code nor referencing another file. Just curious... are they all pre-defined in the syntax?
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If I didn't miss a post you shouldn't use the latest plugin versions which installers support 2012. 62806 is the currently approved one and doesn't support 2012 I think to remember.
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Yes I will open a new one when I start writing tools. good call. that's correct but even when people mean UVW they mostly just say UV (for texture coordinates in general). At least in the movie industry. But I meant actually UVs :)
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Thank you! UV is just short for UVW. I appreciate your help. I read through all the material and then see what questions stay open :) I "have to" go to Vegas in 2 hours, be back on Sunday/Monday to wrap my head around it. Oh and I didn't mod in lomac, was just asking to know how far I should memorize lomac specific guides and tutorials.
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Thanks a lot!!!
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Thank you guys! Will study that tonight! So it hasn't much changed since lomac? Once I get it down I'll write some tools in max for that stuff! So any more examples welcome. Thanks again! not sorry :) I AM a beginner concerning EDM, Thank you! Think it was square but I'll check again, thanks!
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UVs = texture coordinates Don't mean max tutorials, Ducky :) ...no worries I work with max since 3Dstudio DOS (15-18years? I forgot) Talking about the structure and examples that are required for EDM export. I haven't found any tutorial for that yet. Which is fine! I learn better by myself but even better with studying an example :)
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Yes that's what I did afterwards since that's where the EDM was created. I just though the argument path is for file creation but it seems its for locating the file for the viewer, right? Is it correct/normal that the UVs are not exported 1:1? do I have to set specific arguments or types for those? Question Ducky and to everybody: Does anyone have a max file with a bunch of methods in it that I could study? Like for example do you have a nice working aircraft or vehicle in max and setup for export so one could check hierarchies and user definitions to learn. You could destroy/deform and collapse the geometry etc. so you don't have to be afraid someone takes credit for your mod. It would help a lot to figure out what to link to what and what type to set where for bones&skin(modifier) and what frame ranges&rates to transfer on what controller etc. It would still require enough figuring for the people and wouldn't be a tutorial nor a template...just an example scene to learn and fail :) The more we figure out the more we can help and make people like luckybob9 focus more on the tool creation itself.
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I reinstalled the viewer and just in case directly on C:\ as in your example. It does start now but it cant find the EDM which now gets created where the max file lives other than in the path in the arguments like in your example. Also is it normal that it ignores UVs? http://www.youtube.com/watch?v=l5KsjoMwMlg
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Thanks a lot for your time doing this! This is like I had it (viewer issue) but the viewer didn't start. But I didn't understand before that the file name is treated as argument, I thought it lands somewhere with a generic name ...makes a lot more sense now. I wrote exporters in max-script with pop-up save dialog or generic naming/location only but never for game engines so I'm not familiar with those. Thank you so much! Hope I will figure out why my view doesn't start after export. If not I can at least open it manually now.
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Exactly, don't use DCS as stress test. Your GPU could run cooler :) Alternatively get a stereo screen that is capable of running the 120Hz mono or get this new piece of technology here: http://www.flatpanelshd.com/news.php?subaction=showfull&id=1343285045 ...144 freakin' Hz
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you can still do your modelling in maya and then use fbx to get it over to max. Maya&max 2013 actually have an exchange format or export now. But for the moment you would have to use the "save as 2011" function from there so might be a long way :)
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The standalone doesn't work to open after export from max automatically so I changed the path to the DCS one or to a bat file that opens it. Actually I could write a bat file for the standalone maybe that makes it work. Either way shouldn't there be already an exported file somewhere by the time I am in the model viewer after export? ...like when I get a successful export log? Guess I try some different max versions and plugin versions.
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Well I work 15h+ usually and fall asleep while scripting or animating privately after work so I hesitate a bit to bother you with something that's probably stupid. I tried it with an older max version last n8 (2010) created just a box, converted it to editable mesh (just in case the export has a problem with the standard primitive header) created a simple material with bitmap texture (to be save I took it from the bazar/temp... in DCSA10C where I start the model viewer), created the custom attributes (make cool) etc exported, export log looks good, viewer opens but stays empty and nowhere else on my harddrives is any *.edm (besides the plugin file itself); where does it export to? win7x64bit, latest C+, max version 64bit etc.
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Some missing textures on Abchazia skin KA-50
Weltensegler replied to 43rd WFV COBRA's topic in Object Errors
Looks actually pretty cool with that orange! :) At least in external view. -
62806 is still considered working? Because if yes then it must be me and I won't bother you guys. ...will just read all threads a 3rd time...after some sleep
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thanks a lot!
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oh NO :) ...doin' movie stuff...no design So I assume 2012 is supported then now
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Design? if you mean cracked, then no. I work with max since 3ds DOS ...for living. I am sitting in the middle of at least hundred MAX 2010-2012 workstations :)
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I read everywhere it doesn't work with 2012 but the latest installer does offer it for 2012 64bit. It is the first time I install so forgive me the question...did the 2012 support maybe started just now or was the option always there but it actually causes problems?
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india has massive power cut 600 million people without power.
Weltensegler replied to diveplane's topic in Chit-Chat
I experienced ONE blackout in about 26years in Germany...then I moved to L.A and have blackouts sometimes every day. Short ones mostly but annoying. Thought I go to the country of advanced technology but I guess I watched too many movies in Germany :D or the advanced technology goes all into military...which then needs a training software and I can fly it as simulator... all good,hehe