firewill Posted May 11, 2016 Posted May 11, 2016 Hi, all New to DCS mod, after look into edm and texture with modelviewer, I have some question: 1. I find most cockpit doesn't use normal map (on panel, knob, switch etc), it's because work load/optimize or just not support? 2. Warning lights is in separated map and control by alpha channel. Problem is what should be done in 3dsmax for this? Separated model and map as show in attached pic? blend map? Animated UV/Material? or something else? 3. and what about panel backlight? At first I think it should be single map and light in alpha channel, but I notice the text is not direct paint on the panel texture in A10C pit, there is a "text only" map make me think it works same way as warning lights, correct? 4. How do you illuminate the panels? Old game use two set of texture for day and night but DCS only got one, so the game use a real source of light in cockpit? 5. Reflection in pit is control by B channel in spec map (as external model), or simulated? I see L39 pit got a simulate glass reflection map. Thanks.
uboats Posted May 13, 2016 Posted May 13, 2016 anyone can help please? [sIGPIC][/sIGPIC] My DCS Mods, Skins, Utilities and Scripts | Windows 10 | i7-4790K | GTX 980Ti Hybrid | 32GB RAM | 3TB SSD | | TM Warthog Stick | CH Pro Throttle + Pro Pedal | TIR5 Pro | TM MFD Cougar | Gun Camera: PrtScn |
indiadamjones Posted May 13, 2016 Posted May 13, 2016 Not quite there yet. I'm not quite there yet, but I would look at the Wunderluft model and the Basic Guide pdf, and check out the lights section here http://forums.eagle.ru/showthread.php?t=116901 I think the answer to your question is special ED materials. We can at least narrow it down. Also, I think maybe tackle one issue at a time or a pair of related issues. Once I get further along, I may be able to help answer, but you definitely need ED plugin for 3ds max to make the materials work in export, and I think you will need custom device lua script to make them function. Sorry I can't be more specific yet, but take a look at the guide and you may find some answers. 1 | A-10C | Ka-50 | F-86 | Mig-15 | P-51D | [sIGPIC][/sIGPIC]
firewill Posted May 13, 2016 Author Posted May 13, 2016 I'm not quite there yet, but I would look at the Wunderluft model and the Basic Guide pdf, and check out the lights section here http://forums.eagle.ru/showthread.php?t=116901 I think the answer to your question is special ED materials. We can at least narrow it down. Also, I think maybe tackle one issue at a time or a pair of related issues. Once I get further along, I may be able to help answer, but you definitely need ED plugin for 3ds max to make the materials work in export, and I think you will need custom device lua script to make them function. Sorry I can't be more specific yet, but take a look at the guide and you may find some answers. Thanks for reply. I've read the beginner's guide, basic model/animation guide, and following them for some tiny practice, just goes well. But they basically focus on external model. I think the panel backlight and warning light works a little different from external light, also I know they need some lua script to control. I Just want to know how do you prepare your 3d model for programmer in 3dsmax :thumbup:.
SkateZilla Posted May 13, 2016 Posted May 13, 2016 Warning Lights: Off: Main Panel w/ Main Off Textures. On: Separate Mesh w/ Self Illuminated Texture Controlled by Alpha Channel and Argument Visibility Animation. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
firewill Posted May 13, 2016 Author Posted May 13, 2016 Warning Lights: Off: Main Panel w/ Main Off Textures. On: Separate Mesh w/ Self Illuminated Texture Controlled by Alpha Channel and Argument Visibility Animation. Thanks for answer :thumbup: The game engine can handle overlapping face or you need to add a very small distance between them?
SkateZilla Posted May 13, 2016 Posted May 13, 2016 I'd add a small distance. That's the easiest method. There are more advanced methods, but I'd use that one for now. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs
Mode Posted May 13, 2016 Posted May 13, 2016 Hi Firewill, I have answers to your questions from our 3D modeler/programmer. 1. It's supported and you may use normal map for switches and other cockpit controls as you wish. 2. See SkateZilla's post, it's correct. 3. The same method as above. 4. It's a real light source. 5. It's a rendered texture. 1
indiadamjones Posted July 26, 2016 Posted July 26, 2016 Can I control the self-illumination texture with a map? Seems like 3ds will only export the self-illumination material as a single color value, despite 3ds having option to link a map in the self-illumination color options. Looking at F-86 cockpit gauge illumination they have four colors of illumination. Just wondering can anyone confirm, is it possible to have multiple color values on a self-illuminated material? TY! | A-10C | Ka-50 | F-86 | Mig-15 | P-51D | [sIGPIC][/sIGPIC]
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