Tomcatz ShipYard
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EDIT: nevermind :mrgreen:
Nice job -
Really?! Ough ā¦ thought he made the Perry class. (I used the search function before I started)
However- I need help. I
m complete helpless. Okay- I have one Carrier with 5 textures. 3 times dds textures without alpha channel and 2 times alpha textures. I tryed some hours to export the model but all times I
m not able to export the textures. What can I do? How do I have to export a model with more them one texture correctly?Thanks and wishes,
Tom -
Oh my bad, he is actually doing the Perry class. Iām not familiar with US shipsā¦ i didnāt say anythingā¦ please donāt hit me :mrgreen:
BTW really nice carrier model ! Unfortunately i cannot really help you, i have not enough competences
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@Tom:
How do I have to export a model with more them one texture correctly?
Thanks and wishes,
TomI for one wish someone would fix the carriers. What carrier is this?? I can get the wireframes and send them to you if you like.
RAM22
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Thank you-
Okay- Now I was able to figure out what the problem is: I can use one single Texture onlyā¦ Hell damned.
So I have to remodel radares and antennas and reelings ā¦ Is there a polycount limit for BMS ? -
What Do you think? :headb:
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@Tom:
What Do you think? :headb:
I didnāt know porn was allowed ā¦ this is anal porn man !! Good job !!
Spooky.
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@Tom:
Thank you-
Okay- Now I was able to figure out what the problem is: I can use one single Texture onlyā¦That is incorrect Tom. LOD files can support more than one texture per model.
If you are using WaveDaveās 3dsMax exporter, the texutres will be assigned automatically.Cheers.
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My last texture for FFG7 has number 8029.
If you need 5 textures rename these to 8030 - 8034.psd (or what ever) and assing it in 3dsmax mat editor. After LOD export are these textures not present in BMS Database. Export the 5 texturs to DDS Format. DXT1 and DXT3 if alpha is needed.
Use the Append Tex Button in LodEditor to insert these textures to DB.Do not replace the LOD1, you should insert a complet parrent record, because replaced LOD will use sometime the old texturenumber.
How to insert a new Parent record.
By some LODs is it not so easy, because they are shared. (KS-19 and KS-12 for example)
The other way is, to insert a new parent record with setup wizard, and replace the old record with inserted recordnumber.
Two new parent records must be inserted, for destroyed and normal/repaired/damaged lod, hitboxparameter need a manualy update by the method.1.Make a backup BMS Folder\Data\Terrdata\objects
2. open BMS Folder\Data\Terrdata\objects\KoreaObj.HDR with LodEditor
3. Click āSetupWizzardā Button
4.1 Click AppendSelect Parent by 1
4.2 Enter Data window will open. Let the -1 parameter, this will select the next free parent number in DB. (write the number in txt file or on paper)
4.3 Click AppendSelect Parent by 2
4.3 Enter Data window will open. Let the -1 parameter, this will select the next free Lodnumber in DB, now select the LOD1 by my files the *****_L1.lod
4.4 Enter Data window will next time. Insert visability distance for Lod1, 3000 feet ist a good value.
4.5 Click AppendSelect Parent by 3, now you should insert the 3 another lods, LOD2 - LOD4 as LOD1
for LOD2 is for 6000 feet a good distance value, for LOD3 10000 feet and for LOD4 20000 feet.
4.5 get into 4 and click on āupdate parent recordā
4.6 get to 5 and cklick āinsert/update textureā. select the dds file in my rar archive.
4.7 close Setup wizzard window
5 go to desired CT# record and select.
6 click on āNormalā Button. Write the hitbox parameter in a Textfile
7 click āGoToā button and select CT records.
8 replace the Parent number by Normal, Repaired and Dameged with new parent number (Step. 4.2) Do not replace the number by Destroyed.
9 click on Update (this is necessery)
10 click on 3D Viewer, new model should be displayed.
11 click on normal and adjust hitbox parameter (Step.6)
12 click on UpdateRepeat step 4-12 with destroyed LOD. by step.8 replace the number by āDestryedā
Exilt LodEditor.
Regards,
Hayab -
Looks carrier ops are coming in great style !
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@Tom:
What Do you think? :headb:
That i need theeeeeeeeeeeeeeeeeem for my MOD!
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@Tom:
What Do you think? :headb:
Download link? thatās what we think offā¦ wow man respect. great work. Sorry to brake it I believe the source files will be available to the team alsoā¦
Man Bonedust must have multiorgasmsā¦ the superbug and than thisā¦ lol I see Falcon turning to SuperBugā¦ Imagine in that resolution the Admiral Kuznetsof and some kickass naval SU-27 with cockpit to whip those Superbugs assā¦ LOL//Arty runs and hides from Bonedustā¦ lol
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Great job Tom. Can you give the landing assist lights (Meatball) animation:p
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Great job Tom. Can you give the landing assist lights (Meatball) animation:p
Oh yes- I would do that. But In don`t know how to animate in BMSā¦:(
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Looks like the Bush CNV 77. Nice model, but the rear looks different.
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Even though F-16 is not optimized to kill shipsā¦ well, yeah itās boring if you stray to open seas only to find boxy targets. But I would really do that if ships were this beautiful! Heck, Iāll flew close to them for sure.
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Awesome work. I love the carrier, too!
Never did naval ops before - but Iām sure, I will in future! -
Thank you very much.
But I have a big problem:
I exportet my M978-Tanker model into BMS. But the tanker used the textures of the Triconderoga. After I replaced the textures with the LOD exporter the Triconderoga had the right textures and the tanker used the wrong Ticonderoga textures. Everytime when I tryed to fix one model the second one got the wrong textures- They switched every time.
I renamed all parts in 3ds, I made sure that I named all materials with seperate names- now I really have no idea what to hell is going on here. So I hope there is anybody out there who can give me a sollution for my problem, please. -
You should assign different skin numbers through LodEditor for the conflicting models.