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Posted (edited)
If you have layered photoshop templates I need those to make new Specular/Normal/RoughMet maps.

will send you them tonight via PM

 

and there is a little problem with the refueling boom cover , as you can see here it has not the same form and doesnt touch the black line :

http://nsa37.casimages.com/img/2017/04/25/170425125222247316.jpg

Edited by Gizmondo
Posted

thanks, got the psds,

 

Will look at adjusting the probe cover shape some and adjusting the UVW Map coordinates to match the changes.

 

Right now I'm working the next few days and I'm still sorting out the Materials in Max.

 

Hard to explain, but the Materials are simply a mess. once they are sorted, I can start working on 3d Changes and the Textures.

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Posted
thanks, got the psds,

 

Will look at adjusting the probe cover shape some and adjusting the UVW Map coordinates to match the changes.

 

Right now I'm working the next few days and I'm still sorting out the Materials in Max.

 

Hard to explain, but the Materials are simply a mess. once they are sorted, I can start working on 3d Changes and the Textures.

 

 

ok i will work on the template to improve it

Posted

Still Sorting the Materials, Sorting through Every Mesh is a bit of a process.

-Sorted MK2 and MKI Groups

-Fixed Transparency on Decals/Borts/Holes Etc

-Replaced Glass Material w/ my own Polarized Glass (Canopy, Windscreen, Light Covers, HUD Etc)

 

One Issue I have run into is appears the Su-30 Shares some textures from either another Su-33 Model or the OLD SU-33 DCSWorld Model.

 

These Cover parts of the Landing Gear, HUD Assembly in Cockpit, Pilot Visors, Etc etc.

I do not have these textures anywhere on my system.

 

attachment.php?attachmentid=169961&stc=1&d=1506623957

 

Another Issue I saw coming that will need to be worked out is Animation ID Numbers,

 

Some Animations are Hot-Linked/Rigged to Others since the model was designed to be in FC2/Early FC3, Now These Animations can be separated into their own Animation Number (Ladders, Shoes, Canards etc Etc).

 

 

Fro the most part the Materials are being sorted out nicely, and some of the materials are already nicely done, just need some tweak to be PBR Ready.

 

Once Materials are Set, Lights and stuff will also be upgraded (landing, taxi, nav, strobe, etc etc).

 

Will Upload some more modelviewer images later on.

missing.jpg.77f26d4d588ac8b8195cc062488b8cd9.jpg

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Posted

..

attachment.php?attachmentid=169963&stc=1&d=1506627149

attachment.php?attachmentid=169964&stc=1&d=1506627149

attachment.php?attachmentid=169965&stc=1&d=1506627149

 

attachment.php?attachmentid=169966&stc=1&d=1506627200

attachment.php?attachmentid=169967&stc=1&d=1506627200

attachment.php?attachmentid=169968&stc=1&d=1506627200

 

attachment.php?attachmentid=169969&stc=1&d=1506627249

attachment.php?attachmentid=169970&stc=1&d=1506627249

attachment.php?attachmentid=169971&stc=1&d=1506627249

1260648582_ModelViewer2017-09-2815-21-52-81.thumb.jpg.3882c15bac516ed6151c942e5d3382c6.jpg

248789197_ModelViewer2017-09-2815-21-58-11.thumb.jpg.6088063d8361b84c4208981c7c4ba782.jpg

1747215842_ModelViewer2017-09-2815-22-06-17.thumb.jpg.c3b5cd48f0dffd243f1045fe9fbfc05c.jpg

1732723995_ModelViewer2017-09-2815-22-22-03.thumb.jpg.cf7cfdf7a6326578b1333fdb3cd17280.jpg

754710311_ModelViewer2017-09-2815-22-35-59.thumb.jpg.aac282fdeccbc664444c428803b37be3.jpg

236392430_ModelViewer2017-09-2815-22-43-72.thumb.jpg.20dbe2f7b3efdde2e124750c65d95947.jpg

1628640583_ModelViewer2017-09-2815-30-55-74.thumb.jpg.e67bf690f3c398a927e4279edd4f5b76.jpg

512232773_ModelViewer2017-09-2815-31-18-04.thumb.jpg.d0b5307882b6123641daec85ea3a3780.jpg

1813893148_ModelViewer2017-09-2815-31-29-03.thumb.jpg.34634eb2effc3415dcf01b914c27d9ab.jpg

  • Like 1

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ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

Posted
Still Sorting the Materials, Sorting through Every Mesh is a bit of a process.

-Sorted MK2 and MKI Groups

-Fixed Transparency on Decals/Borts/Holes Etc

-Replaced Glass Material w/ my own Polarized Glass (Canopy, Windscreen, Light Covers, HUD Etc)

 

One Issue I have run into is appears the Su-30 Shares some textures from either another Su-33 Model or the OLD SU-33 DCSWorld Model.

 

These Cover parts of the Landing Gear, HUD Assembly in Cockpit, Pilot Visors, Etc etc.

I do not have these textures anywhere on my system.

 

attachment.php?attachmentid=169961&stc=1&d=1506623957

 

Another Issue I saw coming that will need to be worked out is Animation ID Numbers,

 

Some Animations are Hot-Linked/Rigged to Others since the model was designed to be in FC2/Early FC3, Now These Animations can be separated into their own Animation Number (Ladders, Shoes, Canards etc Etc).

 

 

Fro the most part the Materials are being sorted out nicely, and some of the materials are already nicely done, just need some tweak to be PBR Ready.

 

Once Materials are Set, Lights and stuff will also be upgraded (landing, taxi, nav, strobe, etc etc).

 

Will Upload some more modelviewer images later on.

 

Take a look here:

https://www.digitalcombatsimulator.com/en/files/2124806/

MainMenulogo.png.6e3b585a30c5c1ba684bc2d91f3e37f0.png

 

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Posted

 

Thanks, I've replaced all the Material's BMPs and TGAs w/ DDS Files, So There's likely some old orphaned materials left in the max Project somewhere so I still get the Prompt when Loading the Scene File, but I was missing those Su33 Files. So When I get time I'll go through all the meshes that use those materials and replace them w/ new materials.

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Posted
First a pak FA and now a su30 omg things are looking great for dcs

 

AFAIK, these will be Flyable w/ Su-27 and Su-33 Pits, Avionics and PFMs,

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Posted
..

attachment.php?attachmentid=169963&stc=1&d=1506627149

attachment.php?attachmentid=169964&stc=1&d=1506627149

attachment.php?attachmentid=169965&stc=1&d=1506627149

 

 

What a wounderful job , Thanks so much much SkateZilla nd Gizmondo :thumbup:

 

Pls ED team , this should be the vanilla DCS AI Su30 .. wounderful plane..

 

where can I DONATE ?

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Running DCS on latest OB version 

 

Posted (edited)

issue now with the Su30MK Family is if we use the Flanker PFMs.

Su-27 PFM has no A2A Refueling Option,

Su-33 PFM has no Drag Chute,

 

We need a combination of both, lol, i'd set it to use 27 PFM for M2 and 33 PFM for MKI

 

We can code a addon script that will deploy refueling probe,

but drag chute, i'm not to sure about.

Edited by SkateZilla
  • Like 1

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Posted
issue now with the Su30MK Family is if we use the Flanker PFMs.

Su-27 PFM has no A2A Refueling Option,

Su-33 PFM has no Drag Chute,

 

We need a combination of both, lol, i'd set it to use 27 PFM for M2 and 33 PFM for MKI

 

We can code a addon script that will deploy refueling probe,

but drag chute, i'm not to sure about.

 

I think the A/A refueling is more important than the drag chute, even if we use the 33 PFM for both

there is another porblem: the use of the su-27 cockpit means (10 hardpoint for weapons under the HUD instead of 12 for the 30 or 33 : https://www.digitalcombatsimulator.com/upload/iblock/237/Devrim_FC3_Su27EngCockpit-2.jpg

Posted (edited)

so use the Su-33 for both then?

Edited by SkateZilla

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Posted

Su-33 PFM animation argument

 

flaps right AI = 9

flaps left AI = 10

flaps right Su-33 PFM = 127

flaps left Su-33 PFM = 129

 

aileron right AI = 11

aileron left AI = 12

aileron right Su-33 PFM = 126

aileron left Su-33 PFM = 128

Posted (edited)

Another ugly thing: the inside engin afterburner colours are absolutely rubbish . I tried to improve it by picking ed’s su-27 AB textures but that that doesnt lool good. This think is like buying a shiny used car and finding that there is a lot of things to repair on it. Lol

 

22089210.jpg

Edited by Gizmondo
Posted

they'll be replaced.

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Posted

One issue I encountered so far within the DCS Engine is the refueling probe when deployed, flickers between deployed and retracted. I dont know why.

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Posted
withe the new Su33 PFM you can only deploy the probe, but you cant retract it ,it does automatically after a while, I dont know if this has a relation.

 

nope, the probe animation isnt playing correctly and the position of the probe isnt being read properly.

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Posted
Su-33 PFM animation argument

 

flaps right AI = 9

flaps left AI = 10

flaps right Su-33 PFM = 127

flaps left Su-33 PFM = 129

 

aileron right AI = 11

aileron left AI = 12

aileron right Su-33 PFM = 126

aileron left Su-33 PFM = 128

 

Now if only there was a way to duplicate existing argument animations.

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Posted
nope, the probe animation isnt playing correctly and the position of the probe isnt being read properly.

 

AFAIK the refuelling point is determined by a dummy object(point connector) - could it be a compatibility problem with that in relation to the new 3D system or/and a conflict with the animation?.

 

At any rate, I think I would re-make the animation and connector - sometimes these things get corrupted for no apparent reason.

JJ

Posted (edited)

I've done that,

the animation jumps back and forth between current frame and 0 when deploying, and frame 0 and end,

Might be the fact that the scene is setup differently than others I've done, I've had to re-orient the model globally already, and re-do several animations as their keyframes were tired to original orientation.

 

it's an issue w/ linking the PFM, remove PFM, probe no longer deploys.

 

It's not the model, as I've replaced it w/ other's I know work, and the problem persists.

 

It maybe the WorldID in the data file not linking back to the Flankers,

I'll trouble shoot all of that once I get the model ready to be fully imported.

 

edit: i resolved the problem by linking the Su-33 World ID in the Data LUA, and using the Su_30 Attributes / su-30 Shape LODs instead of WSTYPE_PLACEHOLDER, and Custom Shape LODs files,

 

So I'll have to merge both the MK2 and MKI back into a Single Model and Set a Custom Argument to switch between the two, which will be livery dependent this time around and not aircraft number dependent.

 

So there will still be 2 separate aircraft in the UI (MKI and M2), but both will use the same Shape LODs file and EDM, and the Toggle between the 2 Shapes will be set in the Livery's description.lua, which will also be separated into separate folders.

 

attachment.php?attachmentid=170209&stc=1&d=1507045690

Screen_171003_114228.thumb.jpg.ce7980c36dd23a6e0ce22e1e2d2a0f26.jpg

Edited by SkateZilla

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