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Posted (edited)
Time must be from -100 to +100 and fps set to 100.

 

Just to expand on this, you can think of modelviewer value of -1 equaling -100 in Max. And a value of 1 in modelviewer = 100 in Max

 

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

 

Yes, you can assign separate objects multiple things.

 

For instance if the nose landing gear is argument 0, you could do the following:

Rotation argument 0 on the landing gear door

Rotation argument 0 on the strut (wheel and all pieces can be linked to the strut to follow it).

Edited by luckybob9
  • Like 1

Nevada map contributer

EDM Modeling tools FAQ:

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

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

 

I still havent fixed this, lol, Im still runnin -30/30 NTSC... Need to change that.

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Posted
I still havent fixed this, lol, Im still runnin -30/30 NTSC... Need to change that.

 

Tsk tsk tsk... *waves finger*

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Posted
Tsk tsk tsk... *waves finger*

 

Convertin 260 plus complex interlinked animations is time consuming.

 

I tried to reset to -100/100, and chanye fps to 100 and see if I could drag key frames from 30 to 100, and re scale times 33%,

 

didnt work out too well.

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  • 3 weeks later...
Posted

Hi there,

 

Just starting getting into 3D modelling for DCS and i have 3DS Max 2016, are there any EDM plugins for this version of Max? If so could someone post a link?

 

Have tried the existing latest ones from the first post but they don't install into 2016.

 

Any help appreciated.

 

Thanks

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Posted

Unfortunately they haven't made plugins for 2016. Not sure if they will anytime soon.

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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Posted

Ok, thanks for letting me know.

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  • 3 weeks later...
Posted

Hi all,

 

I am facing problem here; I have installed the latest standalone Modelviewer on my laptop in order to view my skin but the Modelviewer will not work.

 

I have attached the log file, if any one has idea about this please let me know, thanks.

log.txt

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Posted (edited)

do you know guys how can i turn off the back-face-culling in max ? in object properties / general / and user definied text does not work to me ---> exported edm model always back-face-culled :( )

(i know the current 1.5/2.0 dcsw does not handle the ▲BFC but earlier 1.2.16 does)

thanks

Edited by NRG-Vampire

sign-pic4.jpg

Posted (edited)

 

i saw/read that earlier. that's mainly about viewing in max but unfortunately the outcome/export is always a backface-culled object

and double-sided object is not the same. that double tris numbers too and i dont want it

Edited by NRG-Vampire

sign-pic4.jpg

Posted
do you know guys how can i turn off the back-face-culling in max ? in object properties / general / and user definied text does not work to me ---> exported edm model always back-face-culled :( )

(i know the current 1.5/2.0 dcsw does not handle the ▲BFC but earlier 1.2.16 does)

thanks

 

Right Click, Properties,

 

There's a Backface Cull Checkbox, I think under General Tab.

 

Also Make Textures 2-Sided.

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Posted
Right Click, Properties,

 

There's a Backface Cull Checkbox, I think under General Tab.

 

yep, that does not work to me, at least the exported model is always backface-culled

 

please try it to me: make a plane by 2 tris, add a texture and export

(if it 2 sided then the plane will be exported as 4 tris)

sign-pic4.jpg

Posted

odd, Im not sure I have the backface cull checkbox problem.

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

Posted

check exporter settings, there's alot of "smoothing" "optimizing" option that could backface cull stuff.

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

  • 3 weeks later...
Posted

Hey, i can't remember where i saw it but is it possible that someone could link the ED EFM Template again? Can't seem to find it.

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Posted
Hey, i can't remember where i saw it but is it possible that someone could link the ED EFM Template again? Can't seem to find it.

 

 

 

Check your DCS install/ API folder

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Posted (edited)

Any help :?

 

Should I maybe downgrade my plugin? I'm using both the latest plugin and the latest edmodelviewer.

 

 

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Sphere. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugins\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane_031. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugins\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Circle_032. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugins\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane_021. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugins\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane.031. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugins\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Circle.032. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugins\2014\Exporter\EDModelExporter.cpp:525.

 

Error: Parser error:[string "p={MapChannel:1 = UVMap..."]:1: '<name>' expected near '1'.. Node: Plane.021. File: .build\x86_64\vc120.release\Utils\NGModel_MaxPlugins\2014\Exporter\EDModelExporter.cpp:525.

 

 

Material nodes http://imgur.com/4Jmc9fm

Edited by daza7
Posted

Looks like you don't have proper materials attached..

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

 

Posted

It's a Incompatible Material on the Mesh names Listed,

 

I get the same errors when I forget to remove MentalRay and Advanced Shaders and Such from models before exporting.

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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