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Posted

I've been using stand alone ever since, before my involvement with the MiG-21.

 

Interesting..

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Posted
The launcher is actually. After my last post, DGambo told me about scaled Connector and Dummies. Beczl resized the model a long time ago, and must have resized them too.

 

What a pain replacing them all. :crazy: This issue should be added to the first post. :book:

 

if they are attached to a Helper Point, should be able to just tick a box to scale with view or scale to 4.0 Meters I think.

 

I had AIM-9's the Size of Space Shuttle Boosters a few weeks back, lol.

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Posted
I just used 85179 with no issues.....

 

However, I just started noticing that our external model might be exporting becoming shorter, or my separate rail launcher is becoming longer.

 

The following pics show how the mounts line p perfectly. But they do not in game. Notice the rear mount?

 

I tried xForms, and ensured my units are set up in metric; not really sure what's going on. Any thoughts?

 

6tUh54L.jpg

 

The top and bottom rail look to be textured different, maybe you mixed up rails?

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Posted

Same rail. Bottom half is right side / image flipped. But it's fixed now :) Helpers were scaled.

 

@ Skate, that doesn't work, what I mean is that it was scaled using the gizmo tool.

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Posted (edited)

Same here.... Missing FMBase.dll :/ (85261)

Edited by Silver_Dragon

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Posted
Same rail. Bottom half is right side / image flipped. But it's fixed now :) Helpers were scaled.

 

@ Skate, that doesn't work, what I mean is that it was scaled using the gizmo tool.

 

ahh, ok.

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Posted
Just sit tight guys. Its a known issue

 

Thanks ;)

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Posted

Hey there, I have a problem with the gloss on the default material. I can´t change the amount of it. In te decripition it says that you can change the gloss amount by editing the parameters in the uniform section, but how can I do that.

 

I postet two screenshots. One of my user interface of 3ds and one with the result after exporting the model.

 

I hope you guys can help my.

 

All the best

FB

 

sfw2.png

o8ln.png

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Posted (edited)

Use the regular specular highlight setting. Otherwise, adjust your specular textures' RGB channels

Edited by -Rudel-

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Posted
Hey there, I have a problem with the gloss on the default material. I can´t change the amount of it. In te decripition it says that you can change the gloss amount by editing the parameters in the uniform section, but how can I do that.

 

I postet two screenshots. One of my user interface of 3ds and one with the result after exporting the model.

 

I hope you guys can help my.

 

All the best

FB

 

 

 

attachment.php?attachmentid=95396&stc=1&d=1394818186

 

 

You might also want to turn off Auto Smoothing and stuff.

Material_Gloss.jpg.d122a1a83aeb142cea2c36954a1e526b.jpg

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Posted

thank you guys, that helped!

 

There is still a minimal gloss on the material, even if i set everything to 0,

but anyways, it is much better now.

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Posted

Getting these type of errors when trying to export model to EDM using EDM tools, I d/led the lastest EDM tools version and now I cannot export, how to I complete a clean install:

 

Error: Parser error:[string "p={Call: DrawIndexedPrimitive(D3DPT_TRIANGLELIST,..."]:2: '<name>' expected near '0'.. Node: right_front tire. File: .build\x86_64\vc110.release\Utils\NGModel_MaxPlugins\2010\Exporter\EDModelExporter.cpp:501.

 

Error: Parser error:[string "p={Call: DrawIndexedPrimitive(D3DPT_TRIANGLELIST,..."]:2: '<name>' expected near '0'.. Node: turret. File: .build\x86_64\vc110.release\Utils\NGModel_MaxPlugins\2010\Exporter\EDModelExporter.cpp:501.

 

Error: Parser error:[string "p={Call: DrawIndexedPrimitive(D3DPT_TRIANGLELIST,..."]:2: '<name>' expected near '0'.. Node: te02. File: .build\x86_64\vc110.release\Utils\NGModel_MaxPlugins\2010\Exporter\EDModelExporter.cpp:501.

Posted

SpaceRenderer.dll missing

 

Here is the location to get the newest EDM tools. The package is built every night, hence why there are many files. Since some items such as glass making, and alpha channels have changed, please ask your questions here and I will try my best to answer them. I personally use 3ds max 2010, so if there is any issue where someone would like me to look at something, please save your file for version 2010.

 

Link for EDM plugins: (Use the most recent builds. DO NOT use anything 62806 or before) (Plugins are now only for x64 versions of 3DS Max)

ftp://ftp1.files.eagle.ru/mods/edm_plugins/

If above link fails, use the mirrors: ftp://ftp2.files.eagle.ru/mods/edm_plugins/ ftp://ftp3.files.eagle.ru/mods/edm_plugins/

 

Link for standalone Modelviewer: (Use build 62153 or above!), (Only works on 64bit systems)

ftp://ftp1.files.eagle.ru/mods/model_viewer/

If above link fails, use the mirrors: ftp://ftp2.files.eagle.ru/mods/model_viewer/ ftp://ftp3.files.eagle.ru/mods/model_viewer/

 

Q/A For EDM Tools:

 

1) What is .EDM?

A: EDM is the new format that began with DCS: A-10C.

 

2) How is it different than the old .LOM format?

A: EDM is a much more flexible method and has the ability for Specular and Normal maps along with other features.

 

3) I am currently working a model/ have a finished model that I made for the .LOM format. What do I need to do?

A: EDM has supports all arguments that LOM has. The only difference will be some touch-up work to make it compatible.

 

4) What are the biggest touch up things that need to be done?

A1: To correct textures: Textures need to have a special material type assigned to them. This is done by opening the Material Editor (M key). Select your texture slot. Then click on Utilities, EDModelTool, then click "Make Cool". If you do not see EDModelTool, Click 'More' in the Utilities tab and select it. Back in the Material Editor, you will now see a new category called "Material Attributes". For most items, use "Default" in the pull down section. Do this for each material slot and export normally.

 

A2: To correct glass: Glass is no longer created by a checkbox selection field. It is created by a combination of a texture with an alpha channel, (TGA/ PNG) and 3ds max settings. The transparency level is controlled in the alpha channel of your texture, the color of the glass is done in the main channels. Once that is finished, follow the above steps but instead, select "Glass" as the material. Under "Blinn Basic Paramaters", pick your TGA/ PNG texture for the Diffuse and the Opacity channels.

 

A3: To correct collision: Collision detection is no longer done by using a combination of a bounding box and non-renderable mesh. To create a collision model, Make a mesh that represents the basic shape of your model. In the "User Defined" tab of the mesh's properties, enter: TYPE = "collision_shell";.

 

A4: To correct alpha channels: In the Material Editor, under "Material Attributes", change Opacity from "None" to "Blend".

 

5) HELP! My model has this weird looking gloss to it!!

A: In the "Material Editor", change the reflection value from the default 100 to 0.

 

6) How do I create a Normal map?

A: There are a few programs that will automatically create a Normal map from your basic texture. One if them is available on Nvidia's website if you are using Photoshop.

 

7) My model exported with no errors but I see nothing

A: Verify that you assigned the correct material. See question 4, answer 1.

 

8 ) What version of 3D Studio Max do I need?

A) The plugins work with 3D Studio Max 2008, 2010, and 2011. Both 32bit and 64bit are supported.

 

 

Q/A for Modelviewer:

 

1) What is the Modelviewer?

A) Modelviewer is a way to visually see how your model will appear in the game engine without actually having to start the game.

 

2) What are the requirements?

A) The only requirement is a x64 based system.

 

3) I have a 32bit system. Why am I unable to run it?

A) The standalone version of Modelviewer only contains 64bit binaries.

 

4) I get an error saying that the file JConfigurator.dll is missing. What is happening?

A) You have a broken early build. Uninstall and install build 59511 or later.

 

5) Can I test arguments in Modelviewer?

A) Yes. Make sure Modelviewer is full screen. Towards the top right, change the value in the field "Arg #" to the argument you desire. The top middle of the screen to see the animation limits.

 

6) What are the other controls for Modelviewer?

A) Holding the left mouse button rotates the camera. Holding the right mouse button zooms in and out.

 

7) Help! I get "Warning Missing Texture" in place of my texture!!

A) Put your textures in \Bazar\TempTextures of your Modelviewer install.

 

8 ) Help! I get an error MSVCR100.dll being missing.

A1) Install the Microsoft Visual C++ 2010 Redistributable Package (x64) package: http://www.microsoft.com/download/en/details.aspx?id=14632

A2) If this still does not help, you may need to install the Microsoft Visual C++ 2012 Redistributable Package (x64): http://www.microsoft.com/en-us/download/details.aspx?id=30679

9) I get this message: "WARNING NGMODEL: Model 'vfs:///models//model.edm' uses old format, convert please."

A) Install newer plugins and it should solve your issue. (Use anything above build 62806)

 

Ihave windows 8.1 x64.

 

if I eModelviewer installed, the error is "Spacerenderer.dll missing".

How can I fix the error. :helpsmilie:

Posted
Ihave windows 8.1 x64.

 

if I eModelviewer installed, the error is "Spacerenderer.dll missing".

How can I fix the error. helpsmilie.gif

You cant. Use an older build for now or please be patient for the issue to be corrected.

Nevada map contributer

EDM Modeling tools FAQ:

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

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Posted
You think for LOM file in max 7 and 8....??

 

Here:http://forums.eagle.ru/showpost.php?p=237719&postcount=1

 

Yeah thats it mate. Thank you!

"Let my armies be the rocks, and the trees, and birds in the sky"

Posted (edited)

edmodelviewer 85680 installation cannot write input.dll file into folder, same happened to other ver..

then I copied the input.dll from DCS to edmodelviewer folder, then it reported FMbase.dll missing

 

and I think now edmodelviewer is x64, why the default folder is program (x86)? My PC is win7 64

 

I ignored this issue then after installation, I ran the soft and got error:

The procedure entry point ?getAxesValueMax@Inut@@SAHXZ could not be located in the dynamic link library Input.dll.

Edited by uboats

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My DCS Mods, Skins, Utilities and Scripts

 

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Posted

Hey guys,

I am a newbie in 3ds but I am making great progress .)

 

I was wondering if there is a totorial how to add argument based lights, like navigation and collision lights on the external model.

 

I am thankful for every help!

 

All the best

FB

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Posted

Any future plans to 2013 / 2014 3DS Max plugin compatibility?

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Posted
83188 works

I get

 

Can't load Config/ModelVeiwer.lua!

But it does load the modelveiwer when I click ok

 

I have Win 8.1 Pro.

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

Why, It is seperate for the game... hence why it is a stand alone version.

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.."

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