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Posted

I dont understand why you dont just use the one built into DCSW...

 

separate viewer takes up space if you already have DCSW installed.

 

built in one loads all dcsw liveries etc..

 

the ones on the FTP are built daily, but it doesnt mean there are changes...

 

the one built into dcsw should be all you need if your skinning or testing new 3d models.

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Posted

here i meet a trouble that everytime, i want to export the model to edm, it only creates a 384B file. Obviously failed. where can i find the error log?

if i export it to edm, it may failed 48 but success 2.

2012 x64, 108005 plugin

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My DCS Mods, Skins, Utilities and Scripts

 

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Posted

shouldnt there be a pop up with any errors?

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Posted
shouldnt there be a pop up with any errors?

 

no

 

solved, must click the 'make cool' button each time :(

how does this button work?

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My DCS Mods, Skins, Utilities and Scripts

 

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Posted

Adds a shader logic to the materials to what the game engine can see...

 

When exporting to the Cryengine I need the shaders set to what the Cryengine can see/use.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

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Posted

objects that dont have ED Compatible/Made Cool Material Applied to them are not exported.

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Posted
And it has to be re-done after any change doesnt it? Make Cool that is.

 

It only has to be redone when adding new mesh that doesn't have a material, or if you drag a new material to replace an existing one.

 

Like others have said, its so the game engine knows what kind of shaders to apply to the mesh as well as additional parameters you want to specify. (certain parameters only work with certain material types).

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EDM Modeling tools FAQ:

http://forums.eagle.ru/showpost.php?p=1418067&postcount=1

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Posted

Exporter will Also not export anything linked to a mesh that you have hidden.

 

so if you say, link everything to main fuselage. then hide the main fuselage and export all the wings and other parts.

 

everything will be MIA.

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Posted

Not sure whether I can ask an animation related question here:

I followed the animation guide found here to add arg based rotation to desired pivot. After finish this for two objects, if I scroll the time bar, only the selected object with activated arg can show the animation. Is this correct? During adding arg, the arg is activated. But once done, and do another one, the prev arg becomes inactive and should double click to make it active in 3dsmax. Not sure how to make all arg show animation in 3dsmax. Although I can select all object, each time I can only see arg panel for one object thus only one can be activated at the same time.

 

 

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My DCS Mods, Skins, Utilities and Scripts

 

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Posted

I'm using 3dsmax 2012 x64. And each time when I add arg based rotation, no matter how I set the arg number and the name for the arg, after clicking add, the arg number is always 0 and name always event. Has to modify it in the motion panel later

 

 

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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 |

Posted
After finish this for two objects, if I scroll the time bar, only the selected object with activated arg can show the animation. Is this correct? During adding arg, the arg is activated. But once done, and do another one, the prev arg becomes inactive and should double click to make it active in 3dsmax. Not sure how to make all arg show animation in 3dsmax. Although I can select all object, each time I can only see arg panel for one object thus only one can be activated at the same time.

 

Moving the track bar will only move objects you animated with the currently active argument number, not every animated object in the scene. If parts use other arguments, those numbers must be set as active for them to move.

 

And each time when I add arg based rotation, no matter how I set the arg number and the name for the arg, after clicking add, the arg number is always 0 and name always event. Has to modify it in the motion panel later

That's just the way it works. Click add to add a new arg, then adjust the number and event name after in the list.

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Posted

two more questions:

 

I set the time to -50 to 50 101 points in the 3dsmax.

I set the arg animation from 0 (fully extended) to 50 (fully extracted), and the animation works well in 3dsmax.

but in modelviewer, drag the scroll bar to most right (value 1), the object only did 70% extracted.

 

can two objects be assigned with same arg number? e.g. nose gear and nose gear door both with arg 0 for combined animation?

 

Thanks for any help

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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 |

Posted

Time must be from -100 to +100 and fps set to 100.

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