

combatace
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Everything posted by combatace
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Actually 16*4*10 = 640. @Old Crow: Well visibility controller is not tough its just lengthy. I made copies after adding visibility controller and still I found it a lengthy process. Still if it saves some performance its worth it.
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The numbers on the body are done so won't change them but the tail ones are left and even the damage model so will give it a shot, the visibility controller. @Alfa: I'm not using 1 or 2 poly flat planes, I cloned the polygons directly from the model and a single plate is 16 polys. Oh! and yes it not 300K now it 355K.
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@Alfa: I even tried with 100 scale but that too did not work for me. Also the pointer will point at a specific frame when displaying the digit. So if I'm keeping my digit at 0.1, 0.2 and so on what will it even matter when it starts displaying, like 0.01 or 0.11 unless it is displayed in a range and is specifically needed. It says the increment should be 0.1 so it should be that pointers points at 0.1, 0.2, 0.3 and so on and if it is displaying this specific frame continuously other frames does not matter. Then, this is just my understanding and it is possible that I'm thinking wrong. About the video, when he is using two different models of the same thing why not animate simply by scaling instead of going through that tedious procedure. Just create a damage model scale it and when it elevator damages just scale the normal one down and scale up the damaged one. EDITED: And guess what, I was right. Its the position that matters and not the range. I did it on scale of 0-30 by using position control, just moved the plate 1cm inside the plane's body to make it invisible. But still I had to use different plates for different numbers which I didn't wanted to do, as its mere waste of precious polys. If FC engine could use the keyed position of UVs I would say it would reduce a large quantity of polys.
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It is indeed. And about the numbers, they get keyed in max but not argument dependent. So I tried to make different plate for each number and animated as I told you but still it won't work. I see zero all the time. @RF- I had Su-30MKI done about 10-20% but I left the project for Su-33 as it is one of the default playable aircraft. As I said in my earlier post I'm planing to do Su-30 and Su-34 but am not confirming this.
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Yes, six plane light looks awfully bad and I don't want it unless I don't have any other option. And yes I animated numbers like this Frame 0 = 0, 3=1, 6=2, 9=3 and so on but I don't get. I moved the UVs and keyed them. Tell me where am I going wrong.
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Please, do tell me if you find the solution.
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How will you show one plane in every direction without what Old Crow is talking about?
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Yes, I'm trying to make navigation lights with only one plane and not six. Now here is exactly what I want. I want to make a plane illuminate it and make normal of that plane (i.e. visible surface of the plane) follow the camera. This has been done by the 3GO team so it means that it can be done, but I have no clue about doing it.
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How can I animate something like a surface follow the camera? Its not impossible for sure but I just want to know how it can be done.
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I have completed most of my animations so changing frames will not be a good idea at this time.
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Ooops! Got it. How dumb of me.
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Its a time scale right? -30 to 30 frames. How can I have a value of 0.01 over there. I know 30=> 1 and -30=>-1 and 0=>0 but what is 0.01 equal to and what is 0.1 equal to. I mean what frame in animation scale should I have for 0.01 and 0.1. This same thing of increment by 0.1 is with meatball lights and I can't seem to figure this out. Edited: Hah! at last figured it out.
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Need help again. The argument list say something like this 31 Flight #... (first digit) 0-1 With 0.1 increment what does it mean by increment of 0.1?
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When a plane is routed to land on a specific airfield and if the airstrip is destroyed, the plane will orbit around till it runs out of fuel and than crashes. This happens in FC2 but never seen it happen in older versions, they used to reroute then.
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@Mustang: Actually I myself own a mid range machine.:smilewink:
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Yup including everything and the number may even rise as there are number of things that yet to be modeled.
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Each leaf of engine nozzle is animated individually like in real ones so that will look real good. AND Well its more than 300,000 polygons so for medium end machine users it will be a heat breaker, FPS killer.
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Yes but there is a problem in their movement. When the wing is completely folded the missiles don't hang to the pylons but go into them. But yes I took Tomcatz's advice. Thank you Tomcatz! @Revalence: Thats just 40% of work done as damage model and textures are still to go and let me tell you I don't know anything about texturing, there too I'm a novice.
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Yes burners are aligned and if they are a bit off its so minor that you might not notice the gap. I'm free for a while so planing for Su-30 and 34 but nothing is sure. @aap-flanker: The arguments are not modeled correctly in the game. This is how canards work, During take off they work against the flow to provide extra lift but at high speeds they work in-line with flow to reduce drag. Some more SS's:
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Got your point. Take a look at 3:03 it doesn't seem to be in the flow but a little up.
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Thanks mate. But its not the light that I'm worried about. I'm struggling with main gear doors, gun groove and flaps animations.
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There are some guys who have reverse engineered the sim but won't reveal it or may be something else. But if you can get to them you might see FC2 as DCS all in one.
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Thanks Tom. But how can that make them strobe like in Su-25 and Su-25T I mean without using export.lua. Also would like to have strobe light like they are there in helis in FC2 like real ones. How can I get that??
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watch the video. And we keep complaining about getting hit by a missile IN as SIM and with TWO hands and TWO feet.