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Posted

Two questions.

 

Is it possible to adjust the depth a ship sits in the water?

 

and

 

I know there was a britgliderpilot mod years ago that allowed the 25 to land on the Kuz - is there any thing on those lines now for FC2?

 

salute

Posted
Two questions.

 

I know there was a britgliderpilot mod years ago that allowed the 25 to land on the Kuz - is there any thing on those lines now for FC2?

 

salute

 

Where was that? You have a link please? I don't recall that mod and most mods that work for FC1 work for FC2. Sorry can't help with thte other question.

Posted

Honestly, I've never seen that mod yet :O

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

ಠ_ಠ



Posted
Two questions.

 

Is it possible to adjust the depth a ship sits in the water?

 

You can if you make the 3d model yourself - then you just have to adjust the hight according to the horizontal centerline in the max viewport :) .

JJ

Posted

LOMAC models are editable so someone could.... ;)

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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Posted

Sounds like maybe if we can get a few of the expert modelers interested it would be popular - certainly bring some new life and interest back to the 'toad', as the 'Hog' has been getting all the limelight just recently.

 

Any interest modelers ??!? :)

Posted
Alpha - don't suppose theres an idiots guide to modeling about.... :)

 

Yeah there is and I'm using it( :D ) .... its called "trial & error" :P .

JJ

Posted

Yes FC2 and Black Shark still use the *.lom format(and in fact even the old *.cmd format from Flanker) .

 

So there is no compatibility issue with the plug-ins versus FC2/Black Shark. But, depending on your Max version, there could be one between Max and the plug-ins(only work with Max 7 and Max 8 ) .

JJ

Posted

I have 3dmax 7 - Am I correct in concluding that the ED plug-in allows 3dmax creations to be converted to .LOM but that it does not allow you to view an already created .LOM file ?

 

If it can view already created .LOMs - could you please point me in the right direction to doing this - ta

Posted
I have 3dmax 7 - Am I correct in concluding that the ED plug-in allows 3dmax creations to be converted to .LOM but that it does not allow you to view an already created .LOM file ?

 

Thats correct.

 

The plugins are only for exporting a max model into the game compatible .lom format - there is no import function.

 

The plugins were made by ED for their own purpose and since they obviously had access to the max source models, they didn't need to import lom models back into max in order to make corrections.

JJ

Posted

Ta Alpa - been reading your and other threads on the subject and gathering the various resources together.

One last question ... Is there anywhere one, even a small one, an official ED Max source model available. It would be so helpful.

I know well the history of the Flanker series, its roots and politics , but Id have hoped by now, attitudes would have mellowed some to allow for more customer driven design.

 

Anyway my target project only involves trying to get an SU25t to simulate having a carrier hook . ie: being able to land on the Kuz as if the naval version.

 

something that ED could probably do in a matter of hours, if he focused a little less on chasing the yanky dollar :) Only teasing !

 

Wheres Joey when you need him !?

Posted

I know LOM can be opened by Zmodeller (?) and then edited in 3ds Max :)

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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Posted (edited)

Bob interesting - ill check it out - thanks

 

 

EDIT - It appears that it does - some settings adjustments required yet to get exact transposition , but I think we may be cooking with gas! :)

 

In-fact I suppose that if Zmodeler has the required functionality for your requirements, then there would be no need to export to 3D max .

Being a noob I cant tell for sure but it seems to have a reasonable suite of functions, though probably not as comprehensive as in 3D Max.

Edited by RastaPutin
Posted
Ta Alpa - been reading your and other threads on the subject and gathering the various resources together.

One last question ... Is there anywhere one, even a small one, an official ED Max source model available.

 

Not that I know of mate.

 

It would be so helpful.

 

Indeed - a sample model with the animations done, so modellers can see first hand how these should be done to work in the game.

 

That said, an external 3D model it is fairly straight forward to make game compatible and IMHO its sufficient with a few video tutorials on how to use the plug-ins and work with argument based animation - there are some user-made ones around that helped me a lot :) .

 

But building 3D cockpits, on the other hand, is quite difficult without a reference model to study - thats what I was refering to when I mentioned "trial & error" earlier on.

 

I know well the history of the Flanker series, its roots and politics , but Id have hoped by now, attitudes would have mellowed some to allow for more customer driven design.

 

I am sure they have but, aside from the suggestion for a sample model, we cannot really expect ED to make their models "open source" in general - 3D models are part of the investment they make for their products and its understandable that they want to protect that.

 

Anyway my target project only involves trying to get an SU25t to simulate having a carrier hook . ie: being able to land on the Kuz as if the naval version.

 

Well that actually not a 3D issue mate - changing a few lines in the config files will allow an AI controlled Su-25T to land on the carrier animated physical 3D hook or not.....while getting a working hook for a player controlled Su-25T cannot be done(part of the AFM code) regardless of whether the external 3D model has an animated hook.

 

Generally speaking, animated 3D objects are only reacting to "orders" from the code, so if the code for a particular aircraft doesn't include arguments for something and "calls" that argument when appropriate, then nothing will happen.

 

something that ED could probably do in a matter of hours, if he focused a little less on chasing the yanky dollar :) Only teasing !

 

They probably could since they IIRC at one point removed the hook function(leftover from Flanker) from the FM, but again its not merely a 3d issue.

JJ

Posted (edited)

 

In-fact I suppose that if Zmodeler has the required functionality for your requirements, then there would be no need to export to 3D max .

 

Zmodeller doesn't support animations at all ....and even if it did, ED's plug-ins still only work with 3ds max ;) .

 

So if you want the model back into the game, you need max for converting them.

Edited by Alfa

JJ

Posted
Generally speaking, animated 3D objects are only reacting to "orders" from the code, so if the code for a particular aircraft doesn't include arguments for something and "calls" that argument when appropriate, then nothing will happen

 

I was thinking on the lines of the 'p' parachute function - ie possibly mapping it onto that function, since the parachute would not be required for a wire carrier landing. Probably just dreaming, but heho tis my lot in life to paddle upstream :)

 

Zmodeller doesn't support animations at all ....and even if it did, ED's plug-ins still only work with 3ds max

 

just messing about with it I realize now its limitations. but at least it has allowed me to import basic .lom models into 3d max. So a good starting point for me to learn to modify and understand some of the basics.

 

Thanks for your input guys!

Salute

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