CCIP Cockpit Mod
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Hey!
i just installed it and it looks awesome…but it´s only working in the korean theatre. I changed lods for the israel theatre too, but it´s not working. i only have the canopy lifter thing but the ils/tac panel looks still the same.
anyone can help me with that?
Thanks!
Max
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Hey!
i just installed it and it looks awesome…but it´s only working in the korean theatre. I changed lods for the israel theatre too, but it´s not working. i only have the canopy lifter thing but the ils/tac panel looks still the same.
anyone can help me with that?
Thanks!
Max
israel uses different lod’s for the cockpits.
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That means?
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@RPG:
Ok……you asked for it so here it is:
Install Chuck’s fantastic CCIP Cockpit mod first then:
Open Lod editor 6.23, then open ‘pilot.lod’ in PL_Harpoons pilot mod folder by selecting ‘File’ then ‘Open Model File’ and navigate to the ‘pilot.lod’, edit the lod, when on the edit screen open the 0.root node, click on ‘1.XDOF’, then in the tools drop down folder select ‘block select’ and press ‘go’, all 3 node folders should now be highlighted in blue, (i.e. 1.XDOF, 2.XDOF, 3. Subtree), now from the tools drop down folder select ‘block export’ and export the ‘blk’ file to your desktop, you can give the ‘blk’ file any name you like…thats that bit done so you can can close Lod editor now. (do not press the ‘Br Mode’ button at all during this whole proccess).
Now…open Lod editor again, type ‘2’ next to ‘Normal’ button and click ‘Normal’, under ‘LOD indexes’ you should see ‘7318’ click on the ‘1’ next to it, then click on ‘Edit LOD’ to take you to edit screen, first thing to do is click on ‘ACTION’ then ‘Set HDR Max nodes’ then click ‘yes’, now double click on ‘0.Root’, in the Node-Root window click on the ‘+’ next to ‘nxPtr’, from the drop down folder select ‘Split’ then select ‘chP’ for branch and click the ‘ADD’ button, then click ‘Rebuild’ Node Tree.
Next, open ‘0.Root’ and click on the new ‘Split’ folder thats been created, then select ‘block import’ from the tools drop down folder and import the ‘blk’ file from your desktop, make sure the ‘Split’ folder is still selected and select ‘block paste’ from the tools drop down folder, when asked ‘Remove the Subtree or DOF?’ click ‘NO’, the pilot lod should now be merged with 2.LOD, click ‘SAVE’ and your done.
Step 2:
Applying Correct Pilot Mod textures:
Open Lod Editor 6.23, type ‘2’ next to ‘Normal’ button then click ‘Normal’ button, under ‘LOD indexes’ you should see ‘7318’ click on the ‘1’ next to it, then click on ‘Edit LOD’ to take you to edit screen, double click on ‘0.Root’ to get the ‘Node-Root’ window up, then click on ‘Textures’ button, type in ‘8018’ in the box above ‘Add Texture’ then click ‘Add Texture’ button, do the same for ‘8019’ then click ‘Accept’ and ‘Accept’ again which will close ‘Node-Root’ window, next press the ‘isolate’ button then open ‘0.Root’ folder, then the ‘Split’ folder and click on the first folder inside the split folder, select ‘block select’ from the tools drop down folder then press ‘go’, all the folders in,the split folder should now be highlighted blue and you should only be able to see the pilot mod wire frames in the editor.
From the Tools drop down folder select ‘batch node processor’, the ‘Batch Node Change’ window will open, in the bottom left corner where it says ‘change texture’ click the bottom drop down box and change ‘-1’ to ‘(6)8018’ then click ‘change’ then ‘ok’ then click ‘save’ to save the lod, click the viewer button to check texture is ok (knee boards not done yet).
Next open ‘0.Root’ then the ‘Split’, then ‘5600.XDOF’ and scroll down to node ‘14739.CP-d149’ and click on it and select ‘block select’ from tools drop down box, all nodes from ‘14739.CP-d149’ down to ‘16002.CP-d149’ should now be selected and highlighted blue, if the ‘isolate’ button is still pressed then you should only see one of the knee board wire frames in edit screen!, select ‘batch node processor’ from the tools drop down box and change texture like you did earlier from ‘-1’ to ‘(7)8019’ then click ‘change’ then ‘ok’ then click ‘save’ to save lod, click the viewer button to check texture is ok, one knee board should be textured correctly.
Next, open ‘0.root’ then ‘Split’, then ‘5601.XDOF’ and scroll down to node ‘11443.CP-d149’ and click on it and select ‘block select’ from tools drop down box, all nodes from ‘11443.CP-d149’ down to ‘12706.CP-d149’ should now be selected and highlighted blue, if the ‘isolate’ button is still pressed then you should only see one of the knee board wire frames in edit screen!, select ‘batch node processor’ from the tools drop down box and change texture like you did earlier from ‘-1’ to ‘(7)8019’ then click ‘change’ then ‘ok’ then click ‘save’ to save lod, click the viewer button to check texture is ok, both knee boards and pilot should be textured correctly…your done!.
If you try hard you can do it!.:D…the node numbers may be different if your install is not the same as mine but this should give you general idea of how it is done.;)
Also make sure you have 8018.dds and 8019.dds textures pasted to KoreaObj folder before starting the merge.
And of course a big thanks goes out to PeCa_Chuck and PL_Harpoon for these two great mods.
Thank you for the very detailed instructions, RPG! Just followed them and got everything working. Thx alot! And thank you very much to PecaChuck and PL_Harpoon for bringing us these amazing mods!!
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After a year long interruption, I’ve just re-started working on this mod for releasing next version.
Here is a new EHSI model/texture.Note:
DME invalid flag is shown at upper left corner of the display, and as you can see, have transparency itself.
I know this is not accurate, but due to current BMS’s software limitation, I can not replicate it. -
Hey Peca-Chuck….can you make it compatible with the Block 40 also?
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@cougar:
Hey Peca-Chuck….can you make it compatible with the Block 40 also?
Hi, cougar.
I don’t want to promise it, but I will ask PL_Harpoon and Nanard to get a permission for it.
Please don’t have excessive hope. -
Hi, cougar.
I don’t want to promise it, but I will ask PL_Harpoon and Nanard to get a permission for it.
Please don’t have excessive hope.Fantastic news!, would be awesome.
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Thank you very much for sharing this awesome cockpit, I had time to install it in these days.
I need a suggest about how to solve the trasparence numbers in the analogic altimeter radar, check picturehttp://i63.photobucket.com/albums/h130/dema75/2015-05-24_001418_zpsif36epv5.jpg~original
is there a conflict with onlylegs.lod created by Harpoon?
even the ils nav selector is disappeared.
I’ve followed all tutorials and reinstalled both several times but no joy.Regards
dema
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hey Peca_Chuck…
Im trying to edit your pit a little bit to have the “No Power” indicator on the speed brake switch. I am having a hard time with it. The speed brake switch has 3 indications. No Power, Closed, and Open. The Closed and Open are obvious, but the No Power looks like this picture below…can you please fix this? I have been trying to fix it but I am lost. Or can you help me map the texture to the switch…I know it is on the main model (3 LOD).
http://www.f-16.net/forum/download/file.php?id=5705&mode=view
Thanks
Cougar
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Hi guys,
I bumped in to a problem after installing the CCIP cockpit mod.
My textures loose much of their quality after the mod.
This is a screenshot after the mod, look for instance at the fuel quantity meter.
This was before:
I’m I doing something wrong during the install or is it a setting inside BMS?
Thanks for the help in advance.Best regards
Jorik -
Some news? An 4.33 version?
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Is this the same pit that is included in 4.33?
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Is this the same pit that is included in 4.33?
Nope.
I didn’t receive any request for integration in 4.33.
Moreover, I’m pretty sure my mod has too much poly count, and too many textures.
So it’s not suited for official release. -
Hello PeCa_Chuck, I am interesting for an integration in 4.33
Thanks
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I checked compatibility with 4.33, and understood that I should use 4.33 cockpit models as basement for modding, not 4.32 models which are currently used.
Obviously, it will takes some time.BTW, I’m little confused by “3dckpit.dat” file in “ckptart” folder.
I edited the file in “F-16CM-50” folder (Data\Art\ckptart\F-16CM-50\3dckpit.dat) for integration, and checked the difference in-game world.
But I couldn’t see any difference between before and after work.
It seems F-16CM-50 uses another “3dckpit.dat” file located somewhere.
And I also found that “3dckpit.dat” in “ckptart” folder (Data\Art\ckptart\3dckpit.dat) is used by F-16CM-50.Incidentally, I don’t have this issue in 4.32.
Is this normal? or Bug?
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For the block 50, you have to edit the ckptart/3dckpit.dat file too. Not just the one in the F-16CM-50 folder
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For the block 50, you have to edit the ckptart/3dckpit.dat file too. Not just the one in the F-16CM-50 folder
Thanks for confirmation, Cougar.
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