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Posted

Structure objects' argument 0(zero) is the switch of the night textures. You can see it in the ModelViewer.exe.

 

Argument 0 <= 0.31 : Night textures on

Argument 0 > 0.31 : Night textures off

 

I don't know how to set up this in 3D Max because I don't have one. This must be the same method for lights on/off of aircrafts.

TekaTeka from Japan

[sIGPIC][/sIGPIC]

Visit my site Beyond Visual Range.

Posted

maybe you talk to the guys of ED, one of them is called chiz, as far i remember, maybe they can help you out, i hope so, because to have the signs on every airfield in lock on would be really good, sometimes we end up at our crosscountry flights at airbases we are not used to, and then it is hard to find the correct runway,



 

by the way, i hope you are not disappointed that i got trown out of the german lockon forum, i just told viper the truth and he could not take it.

 

well, well, thats how the cockie crumbles

 

but, still here the komunity is strong and supportive, you sometimes just have to hang in and wait a while or ask directly the guys from the tester team or the ed guys

 

greetings,

borchi

(aka. Boom Boom)

Posted
Thx Teka, i can make Animations in max for weapons, vehicles and aircrafts but for a Texture on static objects? Can anyone help here?

 

Maybe you can make a set of 2 models that one has night textures and one doesn't, and switch the models by the argument.

In here, Kato is talking about switching textures of afterburners.

http://www.lockon-models.com/index.php?showtopic=69

TekaTeka from Japan

[sIGPIC][/sIGPIC]

Visit my site Beyond Visual Range.

Posted

I have use the Visibility track to hide (Frame 0-31) and unhide (-100--1;32-100) one Testobjects but it has no Effects of the Arg0 in the Modelviewer? It is to be always seen. Which can be wrong?

 

test.jpg

Posted

Hm I am not sure, but your visibility track looks a little strange.

 

Try making a scene(model) with two runway markers as sub-objects in the exact same position - one with "daytime" texture and the other with an "illuminated" version of the texture.

 

Then use visibility track to make the night time version visible and the day time one invisible below value 31(if animation length is set to 100) and revert them above value 31.

 

That way one of them should always be visible.

 

Another procedure could be to make a scene with a single runway marker model consisting of two sub components - a "stand" that always remains the same and a plane with a texture showing the runway number.....then have alternate daytime/night time versions of the latter that switch in the above mentioned fashion.

 

Anyway, it should be possible to get it working, but it can be a little tricky to get the visibility/agument value right.

JJ

Posted

Thx Alfa for the Tips but the Problem with the visibility track is to link/bind it with the <0> Event to work in LO. I hope you understand me ;).

 

Steffen

Posted

you have to set an argbased control to your visibility track

to do this:

Select your vtrack

then right click on it

add controller

argbased visibility

in the next window click add and set your argument number (here 0) ad a name for your argument.

that's all ..:thumbup:

Posted
O thanks you, that gives again new possibilities ;).

 

Lol...grandsurf,

 

Any type of game related animation you make for your model must have argument based controller assigned to it - how else would an argument "called" by the game activate an animation? :) .

JJ

Posted
...there are still more arguments with which one static objects can animate? I know this only for Vehicels, aircrafts and weapons.

 

Well there is no list available, but if you observe a static object having some sort of movement or change of appearance(like in the case of night textures), you can load the 3D model of this object in the ModelViewer tool and simply try out different arguments until you find the one that activates it.

JJ

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