CCIP Cockpit Mod
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After doing all the dance with lod editor., adding new parent/lod model for blck 40.this is the result…and although i loaded f16 bck50 ingame it has hud from blck 40 and all the t3xtures are wrong
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If i remember correct, you can use one or the other…not both
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If i remember correct, you can use one or the other…not both
Nop, You can have both block 50 and 40 CCIP mod cockpit for the same theater.
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I tried it, but lost it…around second time going from step 4…I see now in version 6.05 there are 5 lod files, and in
Falcon BMS 4.33\Data\Art\ckptart\3dckpit.dat there are only3 cockpit model
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// the LOD models to use.
cockpitmodel 1;
cockpitmodel2 2;
cockpitmodel3 3;
cockpithudmodel 4;
cockpitcanopymodel 5;so i am confused what to change when there are 5 lod files, and how can i have change for block 40 and block 50 at the same time
Think “cockpithudmodel” and “cockpitcanopymodel” as cockpitmodel 4 and 5.
So if you append 1-5.lod for Parent ID#3165-3169(be careful this is just an example and Parent ID might not be same for your .HDR file), 3dckpit.dat would be…
cockpitmodel 3165; cockpitmodel2 3166; cockpitmodel3 3167; cockpithudmodel 3168; cockpitcanopymodel 3169;
You can also append block 40’s 1-5.lod for New Parent ID(like 3170-3174) so that you can have block 40 and 50 cockpit mod at the same time.
For block 40, look for
\ckptart\f16blk40(or something that insist it is a folder for bk40, I forgot actual name)\3dckpit.dat
instead of
ckptart\3dckpit.dat
And for textures, make sure you are not having same name different texture at High_Res folder.
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Think “cockpithudmodel” and “cockpitcanopymodel” as cockpitmodel 4 and 5.
So if you append 1-5.lod for Parent ID#3165-3169(be careful this is just an example and Parent ID might not be same for your .HDR file), 3dckpit.dat would be…
cockpitmodel 3165; cockpitmodel2 3166; cockpitmodel3 3167; cockpithudmodel 3168; cockpitcanopymodel 3169;
You can also append block 40’s 1-5.lod for New Parent ID(like 3170-3174) so that you can have block 40 and 50 cockpit mod at the same time.
For block 40, look for
\ckptart\f16blk40(or something that insist it is a folder for bk40, I forgot actual name)\3dckpit.dat
instead of
ckptart\3dckpit.dat
And for textures, make sure you are not having same name different texture at High_Res folder.
Will try later today
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Thanks I managed to change f16 block 42 and 52 in Balkans theatre
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Think “cockpithudmodel” and “cockpitcanopymodel” as cockpitmodel 4 and 5.
So if you append 1-5.lod for Parent ID#3165-3169(be careful this is just an example and Parent ID might not be same for your .HDR file), 3dckpit.dat would be…
cockpitmodel 3165; cockpitmodel2 3166; cockpitmodel3 3167; cockpithudmodel 3168; cockpitcanopymodel 3169;
You can also append block 40’s 1-5.lod for New Parent ID(like 3170-3174) so that you can have block 40 and 50 cockpit mod at the same time.
For block 40, look for
\ckptart\f16blk40(or something that insist it is a folder for bk40, I forgot actual name)\3dckpit.dat
instead of
ckptart\3dckpit.dat
And for textures, make sure you are not having same name different texture at High_Res folder.
I managed to fix ckpt blck 42 …but mouse clickable areas are not positioned correctky over buttons
…how can i fix this?Sent from my SM-A500FU using Tapatalk
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The mod is for 40 and 50. You will have incorrect gauges if you have applied LOD for 42 and 52.
Same for buttons…… -
Please advise how to get this mod on the ITO Theater ? Meanwhile, I installed it on KTO where it works correctly. When I switch to ITO, I can not see the cockpit. I thought ITO used the default DATA database…
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Just do the same you did on KTO, but on KoreaObj.HDR/LOD from ITO.
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@Switch:
Just do the same you did on KTO, but on KoreaObj.HDR/LOD from ITO.
I tried it, but I failed…The ITO Theater does not have a custom 3dckpit file. I do not have where to change LOD models …
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Then add some…
Add-On ITO\Data\Art\CkptArt. If that does not exist, just create it and the required subfolders. There is already an art folder right?
Look in Editor for subfolders name (Name field in Vehicles), or in Cockpit_Parents.xls in Docs\Other Documentations\Database.
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@Switch:
Then add some…
Add-On ITO\Data\Art\CkptArt. If that does not exist, just create it and the required subfolders. There is already an art folder right?
Look in Editor for subfolders name (Name field in Vehicles), or in Cockpit_Parents.xls in Docs\Other Documentations\Database.
I did…
Result… -
Did you add theater specific line for cockpit art folder to your tdf file?
Check Nordic tdf file as example.
Although art is already called for in tdf, ckpt art line is needed as well.I can’t access pc right now , so I can’t tell you exactly what to write. But I think it is on the last line of Nordic tdf.
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I’m not sure there is a tdf variable for cockpit folder.
In any case, if there is one and it is not set, then it will default to regular folder (aka Data\Art\CkptArt).
If it is like I think (art variable but no cockpit one), then again, if no <theatre>\Data\Art\CkptArt, it will default to regular as well.</theatre>
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No, I did not do this. I do not know what to add behind the line. I look at Nordic tdf.
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I can’t check Nordic anyway, only have 4.34 installed and it needs 4.33…
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Yes, this theater switch in tdf for ckpt art might not be the issue, but it’s needed for modded pits folder.( at least it was for Nordic) Hope I’m not throwing a wrench in the gears here. That’s just the one and only thing I know about the pits, so I felt compelled to share.
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Thanks for your advice …succeeded…
Unfortunately, the shadows in the cockpit do not appear.
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Check the BMS Config.exe, go to hardware/shaders/shadow mapping and make sure cockpit shadows are checked…might be issue for your shadow problem?