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Sorry Skate, I just remembered why our fogged windscreen stopped working ages ago. I think ED might have removed the capability to set ArgBased to the opacity parameter. :cry:

 

 

 

I got it to work w/ a Combination of Diffuse Amount Float + Sum. Blend Opacity Setting

 

I just get the Blue Glow on the Textures when using Sum. Blend Opacity Setting (Which is VERY Annoying)

 

I might Ditch Billboarding of the Texture Sprites, and just use Fading Flat Textures for LERX Vapor, like I did w/ my Wing Vapor...

 

 

Not to Figure out why Smoothing groups keep getting messed up at random....


Edited by SkateZilla

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I'm prolly gonna update my EDM Exporter this weekend,

 

 

I'm having really *ODD* Issues w/ the smoothing,

 

Open File In Max, Export, Open in EDM Viewer, Smoothing Issues as Before,

Open old File In Max, Open Latest Max File Again, Export Again, No More Smoothing Issues.

 

Sigh, it adds 3 or 4 Steps to the Export Procedure... lol..

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I could only get smoothing groups to work in DCS after checking off, recalculate normals, in the export toolbar.

 

Also i know there are two ways to save the export, exporting through the export toolbar would give me smoothing groups while exporting through file>export never does.


Edited by karambiatos
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  • 2 weeks later...

Trying :crash: to animate the gun on my ship and.....

LdJfcIz.jpg

 

As you can see from the screen grab....... It ain't working like it should... any help?:helpsmilie:

In max it's fine.

 

I've added a point helper to the vertical and horizontal movements...........

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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First you need to make a few folders in the mods folder, if it's a land or sea object then it'll be in the tech folder...

 

look in this thread.. https://forums.eagle.ru/showpost.php?p=2654760&postcount=4

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

 

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Nope, My ship don't have a damage model yet and it runs..... Just crashes when I try and adding my gun in the lua file..

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

 

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OK,

 

So I've moved on from the Texture Fading/Shifting Offset Animations to Bone Animations for Wingflex Etc.

 

Now, My Issue is:

 

When I Animate the bones, and Link the Wing to it,

 

The Pylons to not move with the Wing, which is fine, as I can Skin the Pylons around the Bones as well and the pylons will shift with the Wing Flex.

 

My only Issue is Connectors to not appear to move with the Wingflex at all,

 

They are linked to the Wing, and I've tried selecting them when skinning the mesh around the bones as well, they simply dont move.

 

I've looked at the Connectors/Helper Points on the F-86F and F-5E models and they move with the wing flex.

 

Wing flex also seems to delete any animations already set for other surfaces.


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

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Try using dummy boxes.

 

Link the dummy to the wing and pylons to the dummy.

 

You'll need to play with the dummy boxes to set things right. Bone animations can be finicky.

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Anybody know how to make weapon systems for ships work??? I quite like my long hair.....

 

I made a CIWS type gun for my ships aaaaand yeah

 

Looking at the Perry and Ticonderoga .luas I see the

GT.WS[ws].area = 'ZA';

Line which is connected to the DM part? , I add that and the gun looks up and spins....

 

I take of the DM line and it's doesn't move.......

 

here's the bit of code

--ws = GT_t.inc_ws();
GT.WS[ws] = {}
set_recursive_metatable(GT.WS[ws], GT_t.WS_t.phalanx )
GT.WS[ws].area = 'ZA';
GT.WS[ws].center = 'CENTER_TOWER_01'
GT.WS[ws].drawArgument1 = 17
GT.WS[ws].drawArgument2 = 18
GT.WS[ws].angles[1][1] = math.rad(3); 
GT.WS[ws].angles[1][2] = math.rad(180);
GT.WS[ws].reference_angle_Y = math.rad(0);
GT.WS[ws].LN[1].fireAnimationArgument = 119;
GT.WS[ws].LN[1].BR[1].connector_name = 'POINT_GUN_01'

 

GT.WS[ws].angles[1][1] = math.rad(3); 
GT.WS[ws].angles[1][2] = math.rad(180);

 

What is this for? ^^^^^^^^


Edited by joey45

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

 

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Try using dummy boxes.

 

Link the dummy to the wing and pylons to the dummy.

 

You'll need to play with the dummy boxes to set things right. Bone animations can be finicky.

 

Thanks, will give it a shot, the dummy boxes will move w/ the wing as it flexes?

 

I did try and add Pylons to the Skin over the bones, which made them move with the wing, but like I said, it nuked all 45+ control surface animations not to mention wing fold animations or hydraulic state animations etc, to any mesh that has the skin modifier applied to it.

 

Im guessing I'll have to re-animate everything on the wing, or find away to only bend the inner wing section and link everything to it.

 

Putting bones down the main section of the wing, then adding sub bones linked to the main ones to deflect control surfaces is way too much extra work.

 

It might also be because I used Control Point Helpers. to do the rotational animations instead of using the mesh itself and re-aligning the pivot point.

 

But Re-Animating 15 Control Surfaces and 45 individual Animations for each wing is a bit much just to introduce wing flex.


Edited by SkateZilla

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Adding a dummy between non-skinned objects and regular ones should fixed the problem.

 

Only the wing itself should have a skin, everything else a dummy between it

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Adding a dummy between non-skinned objects and regular ones should fixed the problem.

 

Only the wing itself should have a skin, everything else a dummy between it

 

Except for control surfaces which should also flex with the wing. I gave those bones, and linked them to the main ones animated in the wings so the flaps, slats etc all moved with the wing. But for pylons and stuff dummy boxes work fine, or using select and link tool to link them directly to the bones. I didn't get any issues with that.

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Yeah, I linked a Dummy to the Base Wing, and Linked the Pylons, Connectors and Lights, (anything that is moving w/ the wing, but not actually bending).

 

So for the F-16 Shape, it deletes the Leading Edge Flap and the Flaperons Animations

 

Now I just have to figure out how to link those,

 

Then transition all this back to my other model which has 2 Leading Edge Flap Sections, 2 Types of Leading Edge Flaps (one set hidden while the other isnt), 2 Sets of Trailing edge flaps which is also linked to roll/airlerons as well as airbrake, Wing fold, hydraulic state, etc etc.

 

attachment.php?attachmentid=147832&stc=1&d=1473296544

attachment.php?attachmentid=147833&stc=1&d=1473296548

attachment.php?attachmentid=147834&stc=1&d=1473296548

426368880_ModelViewer2016-09-0720-55-31-60.thumb.jpg.1ec97a1441a16fa1c96f725eb9502748.jpg

291585751_ModelViewer2016-09-0720-55-25-02.thumb.jpg.b0c8b6dea438f3ce5bf0876ea42f9e64.jpg

246861088_ModelViewer2016-09-0720-55-27-88.thumb.jpg.6c413b9db9a5aa810ddc2a962f3741f1.jpg


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

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As for Leading Edge Flaps Control Via Bones,

 

I tried this, and it only deformed the slat in a weird manner and shape:

bones.thumb.jpg.080dfb293ca1bb29b989f308c4734723.jpg

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Lay out the bones for the control surfaces the same way you did the wings, with the same amount in the same positions.

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"There will always be people with a false sense of entitlement.

You can want it, you can ask for it, but you don't automatically deserve it. "

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Lay out the bones for the control surfaces the same way you did the wings, with the same amount in the same positions.

 

Would it be easier to clone the original 2 bones, and move it to the slat? then animate that one to rotate?

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I guess you could. I just made new bones just for rotating with those linked to the wing ones. Don't see why cloning the original ones wouldn't work.

i7 7700K | 32GB RAM | GTX 1080Ti | Rift CV1 | TM Warthog | Win 10

 

"There will always be people with a false sense of entitlement.

You can want it, you can ask for it, but you don't automatically deserve it. "

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I guess you could. I just made new bones just for rotating with those linked to the wing ones. Don't see why cloning the original ones wouldn't work.

 

 

I'll have to play with it some more, I'm using the Source F-16 model since there are less control surfaces to test/experiment.

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I guess you could. I just made new bones just for rotating with those linked to the wing ones. Don't see why cloning the original ones wouldn't work.

 

OK, To Clarify,

 

Bones for the Wing,

 

Bones for the Leading Edge Flap,

 

Link Bones for Leading Edge Flap to Bones for the Wing?

 

Link Leading Edge Flap to Bones or Use Skin Modifier?

 

If it's possible a screenshot would prolly help greatly.


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

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

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

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If it's possible a screenshot would prolly help greatly.

 

You should check Relationships/Entities (Hierarchy) in the "Schematic View" window.

Atop the midnight tarmac,

a metal beast awaits.

To be flown below the radar,

to bring the enemy his fate.

 

HAVE A BANDIT DAY !

 

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"When I'm working on a problem, I never think about beauty. I think only how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong." - R. Buckminster Fuller (1895 - 1983), American Architect, Author, Designer, Inventor, and Futurist

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