nighteyes2017 Posted April 24, 2020 Posted April 24, 2020 i got 3 questions. first: I have a model in 3dsmax in wich a surface is flat on the ground (picture). Making the plane thick is not really an option, since fighters should be able to taxi on it. Also i have some omni lights and spotlights in the model wich work in the modelviewer, but im probably missing some arguments to turn them on at nighttime in game. 1) How do i prevent the grass from coming through the ground? 2) how do i define the plane in such a way that dcs sees it as a surface you can taxi onto? 3) what arguments do i have to give to make the lights turn on at night? do i need to use the graph editor in 3dmax and give the lights keyframes?
razo+r Posted April 24, 2020 Posted April 24, 2020 1) Make the object thick or disable grass in the settings 2) Add a damage model I guess
nighteyes2017 Posted April 24, 2020 Author Posted April 24, 2020 1) yeah, not really an option. fighters should be able to taxi on it coming from an airbase taxiway. wich means the surface would be higher off the ground then the airbase taxiways. So i'd have to make some sort of ramp? would that work? otherwise fighters would have to learn how to jump. 2) if i put an box underneath the surface, the model reports that is it is taking damage when i taxi over it. is there a way to say that the collision box should not take damage but still remain a collision box? i mean, its working alright, i can taxi over it now, but for the damage.
joey45 Posted April 24, 2020 Posted April 24, 2020 For the lights try arg #69. (they are the night lights for boats) The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
nighteyes2017 Posted April 24, 2020 Author Posted April 24, 2020 For the lights try arg #69. (they are the night lights for boats) tried it. didnt work. but i think its because im not doing it right. you see im still not entirely sure what the correct way is. currently, im using the graph ediitor from 3dmax and selecting my light. then adding an argbase float controller to the multiplier part of the light, and then give it number 69 in this case. in the modelviewer, the argument shows up. but doesnt seem to control anything. in the modelviewer the lights are constantly on. however in game they are off. i also tried adding keyframes from frame -100 to 100 at values van -1 to 1. doesn't seem te help. (saw in the tutorial) by the way, is there a list somewhere of all the available arg numbers? i know there is one for cockpit controls. i have that one.
SVKSniper Posted April 25, 2020 Posted April 25, 2020 Nighteyes argbase float is wrong. Correct is visibility arg and for static object is arg 1. Keyframes is right from -100 to 100. For hangar door animation use rotation or move argbase controller and arg 0. Support my work
nighteyes2017 Posted April 25, 2020 Author Posted April 25, 2020 mmm, its still not working. at first i tried adding a arg visibility controller but 3dsmax would crash on that. so i found this thread: https://forums.eagle.ru/showthread.php?t=162584&highlight=visibility i followed that and added a visibility track with argbase visibility controller and 1 as an argument. now i can turn the light on and off in the modelviewer, but ingame the light still wont show itself. i feel i'm missing something in the definition of the light. is it simply adding in the omni or spotlight itself? or do i have to give it some properties? any chance you could send me a max2014 testfile showing how to do it?
SVKSniper Posted April 25, 2020 Posted April 25, 2020 Object properties is ok(i think define connector)?? Time in mission??? Lights is on after 20:00 and off 6:00.....hm? Support my work
nighteyes2017 Posted April 25, 2020 Author Posted April 25, 2020 Unfortunately no. i am testing at several mission start time moments. didnt make a difference. So in order to take this 1 step at a time, i started a testfile. I created a plane, a box, and an omni light. I added a visibility track to the box, with argbase visibility controler set to #1. Also did this for the omni light. In the modelviewer, this works just fine. both box and light can be turned on and off. In game however, it doesnt work. Depending on how i set the track in 3dmax, the box either appears in game, or remains invisible. But the omni light never shows at all, telling me its not the track or the argument that is wrong with the omni light. The box never actually switches from visible to invisible or vice versa, at any time ingame. So although i can set that initial on/off state from 3dsmax, it isnt switched ingame, telling me the argument number might be wrong? (also tried 0 and 69 as suggested) i included the 3dmax testfile, and also the definition for ingame testing. maybe someone can tell me what i did wrong there? 3dmax: open in 3dmax, obviously the definition file: put it in your savedgames/dcs/mods/tech folder. in mission editor look under static objects/structures. top of the list. *testobject in testing this, i export from max and then replace the edm file in the shapes subfolder.max2014 testobject.rartestobject.rar
SVKSniper Posted April 25, 2020 Posted April 25, 2020 Ok you have 3 problem.... 1. you need define thi line in lua file GT.animation_arguments.headlights = 1;2. problem is with visibility argument......why you lights on in -100 key frame....is work only if you set to 1 on 40 key frame 3. if you dont know how this all wokrs(lua and 3ds max) copy object for example VPC equipment airfield mod(is good start for you)testobject.rartestobject_mod.rar Support my work
nighteyes2017 Posted April 25, 2020 Author Posted April 25, 2020 (edited) Well, its still not working. I tried implementing your points. no go lua language itself and 3dmax are not a problem for me. i just need to learn what dcs wants to hear from me. so i was already looking at the example files. i missed the headlight entry though. then i tried the files you sent back. i saw the changes, i exported that, changed the lua entry to the one you made. no result again. i had already found the vpc equipment mod (including the patch files). but here is the strange thing: none of the lighting of the vpc equipment is working either! I tried different objects from the vpc mods. the modelviewer shows that they have lights in them. but none of those are working either. :dontgetit: i tried putting them in a mission, start the day at 0:00 and fast forward time to the next day. they never turned on. this is very very weird. so is there something wrong with my game then? all my graphic settings are set to high. my computer can easily handle the highest settings. so probably not the problem. (btw the gaz-66 landing lights from dcs itself actually are working. spotlights i believe?. ) i just cant figure this out.:dunno: Edited April 25, 2020 by nighteyes2017
nighteyes2017 Posted April 25, 2020 Author Posted April 25, 2020 I got it working!!! the secret was here: https://forums.eagle.ru/showthread.php?t=180469&page=36 i never saw this threat but went looking for the author of the vpc and found this thread. it seems that lights dont work for static objects anymore in 2.5.6, so you need to add them to the mission editor as a vehicle, then fortification. looking at the lua files now (attribute param), its obvious. so it was the way i added them in the mission editor for the tests. thanks for all the help everyone! it helped me in the right direction and keep going :thumbup: 1
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