Korea '80s Theater - discussion
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LOL, JSGME for BMS …nice one !
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@A.S:
LOL, JSGME for BMS …nice one !
+1
I have used the JSGME for Silent Hunter games for years, but never thought to use it with BMS. Thanks
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Only Merge the Art and Sim Folders. I use Generic Mod Enabler (JSGME.exe) to manage the backup/restoration of the original BMS files so my Korea 80’s Sim and Art files are in a separate MODS folder but copy and past will work just as well.
The other files stay in the “Add-on-Korea-80” folder. The mod is enabled by adding the line “Add-On-Korea-80/Korea80.tdf” to “Falcon BMS 4.32\Data\Terrdata\theaterdefinition\theater.lst” and selecting the theatre in game.
Here’s an example of my install
Ok, I downloaded the mod files again and it works correctly now. Thanks
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It is good to hear.
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Do you wish to integrate the new JanHas stuff? I think here about the walls. If you donwload the pack you can see ingame screenshots about the walls.
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Thanks for all the time and effort that went into delivering this MOD, very much appreciated.
PJ
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Guys posted pic from '80s, I will try to apply JanHas latest airbase stuff.
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Another skin is made for Tu-22M3 by VO101Tom.
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now its real!!…
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The previous skin also based on real skin, but if users prefer the second version, this will be the skin, the first will be in ‘extras’ directory.
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I will consider to apply some search radar as only eye candy, they do not have real functions. (The antennas are rotating with more or less the real speed, they are not too fast.)
ST-68 & Straight Flush for SA-6.
Flap Lid and ST-68 on 40V6M mast for SA-10B
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I have integrated K-30 BIHO from CCC’s LOD pack. I made functional the vehicle but I’m not able to set one thing, the turret of vehicle does not rotate when using it’s gun. How can be set this with LOD Editor?
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I have integrated K-30 BIHO from CCC’s LOD pack. I made functional the vehicle but I’m not able to set one thing, the turret of vehicle does not rotate when using it’s gun. How can be set this with LOD Editor?
Just update manually parent record NOR nDOF must be 2 nor 3….
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I changed the DoF value to 2 but nothing happened. The radar or the vehicle rotates but the turred does not.
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I changed the DoF value to 2 but nothing happened. The radar or the vehicle rotates but the turred does not.
Did you tried via OGLLOD they are(2 dof) working with model?
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How can be done that. After I have pressed space and I see some icon what is the next?
Edit: When I change the value of DOF 0 and DOF 1 the turret rotates and gun barrel pitch angle moving is also visible. ZSU-23-4 has the same DOF settings as K-30, the Shilka is working the K-30 does not.
The functionality of AAAs are very good. I can make preview videos if the community wants.
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How can be done that. After I have pressed space and I see some icon what is the next?
Edit: When I change the value of DOF 0 and DOF 1 the turret rotates and gun barrel pitch angle moving is also visible. ZSU-23-4 has the same DOF settings as K-30, the Shilka is working the K-30 does not.
The functionality of AAAs are very good. I can make preview videos if the community wants.
Just click “D” key for dof section and click dof number with numeric keys (example “2”) you will see there “DOF : 2#” and you can click enter or continue without enter , click L-Alt button + left mouse button(must be pressed with moves).
Just that is…
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If not moving… then model do not have any movement…
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It is moving in LE but in game does not. Your process does the same as mine.
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@611-eagle:
Just update manually parent record NOR nDOF must be 2 nor 3….
I changed the DoF value to 2 but nothing happened. The radar or the vehicle rotates but the turred does not.
Molni,
use a higher number for nDOF in the parent record.Should be higest DOF number +1,
so if your highest DOF used by the model is DOF#2, then enter 3 in the parent record.Even if you enter 255 (like Cemil suggested in another thread) it will work as well,
but there I don’t know if there is any negative effect.… and don’t forget to press “update” after changing the DOF value.
Cheers,
LS