PinkyandBrains Beginners guide
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I mean :
Runway asphalt one feature.
Markings on runway another feature.But got my answer. Since it works with no objects.
So declaring Feature Dependencies in Falcon editor is not needed at all? What - why are they for there? Forgotten from old code?
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So declaring Feature Dependencies in Falcon editor is not needed at all? What - why are they for there? Forgotten from old code?
I think declaring Feature Dependecies has some effect. But not for landing or taking off. IMHO, and this is a guess, their effect is for when this declared features are missing. It might tell the AI that if those are missing or damaged they rather cancel the flight. They seem to declare only the first 4 or five features that an airplane steps in when going to take off. Thats my (I am guessing!) explanation to why one RunwayListType has 1,7,6,5 and the other 8,2,3,4.
I think the movement of IAs at landing or takeoff is solely defined by the PDs, and the FDs just tell the IAs to better get back to the hangar cause they are going to blow up if they try to t/o. But I haven’t tried. If that is the case, you would only have to declare the 1 feature of the runway for both RunwayListTypes and leave the rest empty.
If you find out more about this please share it.
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hmmm can’t find anything…
Anyone guys?
Does anyone know why are they for?
@Falcas you made new airports with no taxiways… what about your runways? do you use - declare the Feature dependencies there?
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For CET I made new models for the runways.
They are basically the same as in Korea. Different dementions and different texture.Gr Falcas
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For CET I made new models for the runways.
They are basically the same as in Korea. Different dementions and different texture.Gr Falcas
Did you used feature dependencies in those? Do you know what are they for?
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Yes dependency is set for all runway segments.
Not 100% sure yet, but I think this is for the code to know if a runway is availible or not.
Meaning, when you hit a runway segment and destroy/damage it, it will affect the complete runway.
With the dependencies, the code knows which feature build up a runway.Gr Falcas
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Could you please ask for it in the dev forum to clear it out?
So that way if in feature dependencies we add the tower and approach lights if those get destroyed they add up on the code to calculate the % of damage or how operational an airbase is. I know airbases have backup systems and probably this is why but in some we could declare that as if that airbase doesn’t have a backup system or the backup system is non operational.
hmmmm
In that case then in all airports this should be set accordingly, some are way off.
Also in the database there are somein LodEditor there are 6 feature dependencies, in Falcon Editor there are 5, how come?
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Hello little help here please.
For a ground object I want something to rotate continuously.
I have the DOF (DOF #0) looks ok in ogglod
I have added a switch (0 afterburner) and linked dof to switch with option always on ticked.In ogglod doesn’t show rotating automatically, will it be ok in falcon or I did something wrong?
Sorry for the q but I even had to search for a day to add a switch in 3ds… I totally forgot… Go figure…
thanx in advance.
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DOFs is not rotated automatically. To check rotated, you have to do it by hand:
- Open the Ogglod
- Press D key
- Type the number of DOF to rotate and press Enter key
- Then, press Alt key and hold
- Press left mouse button, hold and move the mouse to the left and right.
Or…
- Open Ogglod,
- Press the space key
- In the new window, select DOFs
- Change value in your DOF, or use arrow up/down (press and hold arrow using the left mouse button, then move mouse up/ down.
Regards
Eghi -
Thanx Eghi all those I know.
As I said looks OK in ogglod. I manually do what you wrote. I saw the videos first from wayvedave.My q is how to autorotate inside falcon.
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Sure.
So you question is about appropriate script in the F4Root. -
Sure.
So you question is about appropriate script in the F4Root.???
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Edit: Ok I read the guide - manual again found the part about F4Root but it’s not that clear - detailed.
The model I want to have rotated is a windmill.
My logic is:
Have the rotating “blades” as a different object all attached as one object.
I use a DOF (#0 ) and set it accordingly. in Ogglod shows fine when I manually rotate it as the guide for dof’s says.
I set a switch (#0) and check the always on and link to the DOF.In my mind if I do that it should display a constantly rotating windmill in falcon.
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Try to use DOF 5 and script 11. What has to do the switch?
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Autostart the dof rotation?
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The switch thing doesn’t work.
After 2 days I found the way.Thanx Eghi the keyword was script.
So in short I used dof5 declared as dof6 in LE. From model root double click on the root click script select script similar to radar ct367 model and vuala magic.
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Need some help here guys.
Has to do with transparency on a model.
like fence and trees and some radar features.
Like a ladder y have a poly but only the ladder is shown cause of alpha from the dds.
I tried ptype 10 from the radar (Radar ct760 & 761) model no go
I tried ptype 21 no go
I see the fence with ptype19 (Fence) other with ptype 13 (Fence X1)…I have in the model and 12 DOF’s type 5. they perform as I set them with the script.
But the model texture is fubared.
In LE shows just fine.
In Falcon Editor and Falcon 3d displays texture 0.dds always.
Texture tried DX1 DX3 Dx5 all the same result.
If it helps in LE:
Under root I see 12 DOF
Inside each DOF all are xxxx.CP-d5 where xxxx are sequencing numbers.What am I doing wrong?
Has to do with vertex color? I must set something?
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Ok I found the reason… I used a high digits number and LE doesn’t show it.
example 4444.dds works ok but 44445.dds didn’t work ok. Strange…Strange thing is that in Falcon Editor does the same. Probably LE doesn’t save - update the model correctly?
Also in LE if you want such naming it just ignores the selection. If this could be fixed it would help much. I believe the naming works for Falcon ok but doesn’t work in LE. IIRC in the past I used such high numbering or even more and it worked fine.
Now new questions…
How do I make a cannon on a ship rotate to look to the target? I know probably switch DOF and maybe script is needed but which ones I don’t know.
The base must rotate xdof to limit the rotation and same for the cannon tube to rotate up and down to the target.Second I want to create a barrel light for a tower turning and lighting what should I use? is there a specific DOF for it or a switch or a script?
Third strobe lights on the ship green red as they are in aircraft, but constantly not flashing.
(I know in war time lights are off… but…)thanx in advance.
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How do I make a cannon on a ship rotate to look to the target? I know probably switch DOF and maybe script is needed but which ones I don’t know.
The base must rotate xdof to limit the rotation and same for the cannon tube to rotate up and down to the target.DOF #0 horizontal rotation (clockwise)
DOF #1 vertical for barrel
You can use XRotare for max +/- value limits.Second I want to create a barrel light for a tower turning and lighting what should I use? is there a specific DOF for it or a switch or a script?
This is DATA details.
Third strobe lights on the ship green red as they are in aircraft, but constantly not flashing.
(I know in war time lights are off… but…)Try the script (9) Beacon and light under the switch#1. I have not tested in vehicles, so it may not work.
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So just setting the DOF’s on the cannon will rotate and look at the target when needed? nothing else?
About second , when you say DATA details? what do you mean?
About third well another one said the same it’s not working for vehicles… well I might try it. So ok the script… but How do I say this is the light in 3ds? or in LE, or in Falcon editor?
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For sure.
There are two ways to trigger the exporter to know you want the set a pType flag of transparent. One is to set the alpha value and the other is to use the opacity map.
Regards
DaveYeap a bit old but could you elaborate more on this please?
So in opacity I set a bitmap like the Alpha channel only? so everything white there will be transparent and dark grey semi trans and black no trans?The opacity map bitmap name should follow the 9876.dds format or it could be a png?
Anything else needed to be set for this to work?
Could this also work for glow with Self-Illumination? or Glossiness?