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Hm. Is it? I used "Tools -> Mount Textures -> Mount ZIP" for loading textures. So all textures loaded in one click. I thought model has enough information to understand what has to be loaded. Also material info packed in separete file. For B-17 it is files with "_S" postfix. If MV load wrong file, because colors looks OK it is only normal map file left, so maperials will change in gradients.

 

I'm quite sure problem in MV, but maybe some one do not have that effect and can tell me what version of MV is working fine 🙂

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After applying certain textures, I had to reload content in a couple of places to have the shaders take effect:

- Tools > reload shaders
- Tools > reload models (this usually did the trick)
- Tools > reload textures

When that failed, I usually first loaded all textures and THEN went into File > Load Model

I know this are stabs in the dark.  It's just some of the tips that helped me until someone with more knowledge arrives.

I'm Dragon in the Multiplayer servers.

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The exe file now has an icon. Reloading textures is instantaneous and a necessity for repainting. Thank you.

b2.8.1 has no problem when launching ModelViewer2.exe directly. However, in a multiple install with b2.7.18, if I specify ModelViewer2.exe in "Always use this app to open .edm files" and open the .edm file, it refers to the b2.7.18 folder.

Is this an old bug?

Even starting from GUI Utility results in an error.

--------- edit -----------

When I did a multiple install, I solved the problem by temporarily deleting all ModelViewer2.exe from the other version and specifying a new one with "Always use this app to open .edm files".

It seems to be a Windows problem. Sorry about that.


Edited by JAPman

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On 12/18/2022 at 3:17 PM, Rostic said:

Any ideas why in ModelViewer2 (edModelViewer2-2.8.1.34101.exe) materials looks inverted to the game. In viewer gears, nose pinup and other elements have glossy effect, while in game not. But polished metal in viewer looks like it is painted, while in game it looks correct?

 

 

 

The source 3d file's material setup still has a Specular Texture assigned.   So when the B-17 is viewed in ModelViewer, the RoughMet's green channel gets inverted.

Specular / Green Channel = Glossiness Map
RoughMet / Green Channel = Roughness Map

Both are actually inversions of each other.  



 

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В 25.12.2022 в 15:14, -Rudel- сказал:

The source 3d file's material setup still has a Specular Texture assigned.   So when the B-17 is viewed in ModelViewer, the RoughMet's green channel gets inverted.

Specular / Green Channel = Glossiness Map
RoughMet / Green Channel = Roughness Map

Both are actually inversions of each other.  
 

But I can't get it how to solve that problem?

By the way it is not only with B-17, also I saw same problem on A-20 and P-51. Did not checkd anything else.


Edited by Rostic
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Invert the green channel when looking in model viewer.

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https://magnitude-3.com/

https://www.facebook.com/magnitude3llc

https://www.youtube.com/@magnitude_3

i9 13900K, 128GB RAM, RTX 4090, Win10Pro, 2 x 2TB SSD

i9 10980XE, 128GB RAM, RTX 3090Ti, Win10 Pro, 2 x 256GB SSD, 4 x 512GB SSD RAID 0, 6 x 4TB HDD RAID 6, 9361-8i RAID Controller

i7 4960X, 64GB RAM, GTX Titan X Black, Win10 Pro, 512GB PCIe SSD, 2 x 256GB SSD

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5 часов назад, -Rudel- сказал:

Invert the green channel when looking in model viewer.

So to check the texture in tool made for checking model and texture I have to make special (wrong) texture with inverted green channel, but for this texture work correct in game I have to invert it again?

Well, that sounds strange.

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unfortunately.....until ED fixes those particular aircraft

https://magnitude-3.com/

https://www.facebook.com/magnitude3llc

https://www.youtube.com/@magnitude_3

i9 13900K, 128GB RAM, RTX 4090, Win10Pro, 2 x 2TB SSD

i9 10980XE, 128GB RAM, RTX 3090Ti, Win10 Pro, 2 x 256GB SSD, 4 x 512GB SSD RAID 0, 6 x 4TB HDD RAID 6, 9361-8i RAID Controller

i7 4960X, 64GB RAM, GTX Titan X Black, Win10 Pro, 512GB PCIe SSD, 2 x 256GB SSD

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  • 1 month later...

What I'm using is plugin version  - 215 727 << that one doesn't crash on export 

the modelviewer  version is 34397 << that one can do the description lua

 

 


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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On 2/4/2023 at 12:49 PM, razo+r said:

 

At first glance that package contains nothing for the actual internal cockpit model. I've started compiling my own list for the F-5E. See the original post here
https://forum.dcs.world/topic/318106-f-5e-simpit-cockpit-dimensions-and-flight-controls/

 

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52 minutes ago, Bucic said:

At first glance that package contains nothing for the actual internal cockpit model. I've started compiling my own list for the F-5E. See the original post here
https://forum.dcs.world/topic/318106-f-5e-simpit-cockpit-dimensions-and-flight-controls/

 

Only external models arguments are "standardised". Cockpit models do not have a list and so far are not "standardised".

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5 minutes ago, razo+r said:

Only external models arguments are "standardised". Cockpit models do not have a list and so far are not "standardised".

Understood. So at least my work wasn't for nothing 🙂 Thanks for the clarification.

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213885 with max 2021 works for me so far. however self illumination and transparent illumination dont work anymore. I can get some illumination by using the default material and setting a texture to the self-illumination, however its not the same by far. The edm illumination materials had a nice 'glow' around it and were much much brighter. 

anyone know a workaround or have another version that works?

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Plugin - 216535 has issues when exporting the collision mesh... as in 3ds max crashes.. will try the others.

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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  • 1 month later...

Just a heads up, the current ModelViewers comes up with an error

 

The code execution cannot proceed beacuase
UnitModelDesc.dll was not found.

and 

The code execution cannot proceed beacuase
ModelDesc.dll was not found.

The last one that works for me is version - 2.8.2.36721

From the 16th Feb

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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Hi all, Edm plugin released today should include 3ds max 2023 & 2024 support.

  • Thanks 1

MainMenulogo.png.6e3b585a30c5c1ba684bc2d91f3e37f0.png

 

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  • 3 weeks later...
On 4/4/2023 at 4:35 PM, joey45 said:

Just a heads up, the current ModelViewers comes up with an error

 

The code execution cannot proceed beacuase
UnitModelDesc.dll was not found.

and 

The code execution cannot proceed beacuase
ModelDesc.dll was not found.

The last one that works for me is version - 2.8.2.36721

From the 16th Feb

If you copy the two missing dll's from the bin folder of your DCS installation the newest builds of edmviewer can be run I have found. Hope this is useful to anybody else

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1 minute ago, MikeRomeoSierra1974 said:

If you copy the two missing dll's from the bin folder of your DCS installation the newest builds of edmviewer can be run I have found. Hope this is useful to anybody else

Thanks dude.

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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