Dear Forum,
since this has come up in a few threads and I am too lazy to answer all: yes there will be a Blender Exporter coming with U4. I would love to release it earlier, but since U4 has changes on some parts of the model format, you wouldn’t be able to use it with U3.
So if you are currently working on a model (or you want to start a new one), you can do that in Blender as well. Don’t put too much work into the Blender Materials though, since U4 will have a bit of a different workflow for that.
If you have any questions, feel free to ask them here.
Best posts made by richionizor
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Info: Blender 3.6.x Exporter for U4
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RE: how easy is it to make 3d models for falcon bms?
@AWACS334
A Blender exporter is in the works and will be released probably with 4.37.4. Releasing it for earlier versions will not work due to technical reasons. If you want to start modelling, you can already do that - just model the polys in Blender and use the Blender Materials for texturing. The exporter should be able to pick it up from there.
I suggest you start with simple stuff, like static objects (houses), ships, … -
RE: Info: Blender 3.6.x Exporter for U4
I have discussed this with the team and we decided to make the exporter part of the U4 testing. If you want to try out the exporter, you will find it in the U4 testing forum.
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RE: Info: Blender 3.6.x Exporter for U4
@repvez
It will be published with a manual and maybe a few videos to show the basics. The videos are currently WIP, I will check with the rest of the team regarding publishing stuff a bit earlier. -
RE: Shaping the docs for the future
Sorry for piping in late, too many outlets to monitor.
While I don’t have anything to say about the -1 and -34 my biggest gripe would be the checklists. Since BMS has quite a steep learning curve, people will refer to those quite often for a quick check in the pit or as a refresher.
In order to do that, the information of the checklists should be concise and down to the point. So while having “real” items in there might be interesting for some, it contradicts the point of using that checklist.A few examples (/Blk40-52/KNEEBOARD_T.O. BMS1F-16CM-1CL-1.pdf):
- The whole “Preflight Check” section is not applicable to BMS - we will always start in the cockpit. More helpful would be sections for “Ramp Start” / “Taxi Start” / “Runway Start”
- Even in the section itself, many features are just not applicable to a videogame/simulation/…
** Cockpit Access
** Ejection Seats checks
** Checks for loose objects - In all sections any item referring to DF/DR cockpits - we don’t have any multiseat functionality (yet)
- References to Crew Chief / Ground Crew - we don’t have those (e.g. in N-15, N-19, )
- Hotpit Refueling: no reference to the Comm Menu at all, instead items like “Brake and tire inspection (ground crew)”, “Ensure hands are visible to ground crew”, …
- “Exterior Inspection”, “Servicing diagram”, … - again, a whole section with items which are not applicable to the game in its current state
What I would be happy to see were some brief checks for Weapons Employment - even if they would not be part of a “real” checklist.
As an example: AGM-88s. Items might include like “Before commiting in 2D, verify threat tables in DTC”, “Power ON”, …So my impression is: while the detail of the checklists is commendable, we should keep in mind that our audience (and we!) are playing a videogame where they will need quick answers within that frame of reference.
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RE: Info: Blender 3.6.x Exporter for U4
@hiuuz
Yes, since this is the most stable current LTS version. If time allows, I will look into targeting a 4.x after release. -
RE: Shaping the docs for the future
@Icarus Sorry, I would like to restrict the discussion to core-BMS - your little addon is sure nice but AFAIK its not part of the core BMS installation? And even then - you would not have stuff like tire pressure checks since those are simply not modeled. So I will not comment on that.
As an example of clearly structured checklists I would like to point to the the old 4.32 files:
https://www.ravico.com/ST/Download/Checklists/BMS/Checklists/1107_02_main.pdfI know that we can not use them anymore but something in the spirit of them would work as well - maybe as a condensed version?
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RE: Info: Blender 3.6.x Exporter for U4
@hiuuz Any 3.6.x should be fine as there are no breaking changes in the Python API
@luke777 Lemme check
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RE: Falcon BMS 4.37.3 - Documentation Bug Reports
BMS -34-1-1, v.4.37.3
p498/499According to trustworthy sources, the terms “TIME TO RELEASE/TIME UNTIL NEXT CUE” or “TIME AT NEXT CUE/TIME ON” or “TO TARGET” are incorrect.
Instead, the correct terms “TIME TO Rmax2/ TIME UNTIL IMPACT” or “WEAPON TIME ON TARGET” should be used to avoid confusion.
Latest posts made by richionizor
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RE: Info: Blender 3.6.x Exporter for U4
I have discussed this with the team and we decided to make the exporter part of the U4 testing. If you want to try out the exporter, you will find it in the U4 testing forum.
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RE: Info: Blender 3.6.x Exporter for U4
@hiuuz Any 3.6.x should be fine as there are no breaking changes in the Python API
@luke777 Lemme check
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RE: Info: Blender 3.6.x Exporter for U4
@hiuuz
Yes, since this is the most stable current LTS version. If time allows, I will look into targeting a 4.x after release. -
RE: Info: Blender 3.6.x Exporter for U4
@repvez
It will be published with a manual and maybe a few videos to show the basics. The videos are currently WIP, I will check with the rest of the team regarding publishing stuff a bit earlier. -
Info: Blender 3.6.x Exporter for U4
Dear Forum,
since this has come up in a few threads and I am too lazy to answer all: yes there will be a Blender Exporter coming with U4. I would love to release it earlier, but since U4 has changes on some parts of the model format, you wouldn’t be able to use it with U3.
So if you are currently working on a model (or you want to start a new one), you can do that in Blender as well. Don’t put too much work into the Blender Materials though, since U4 will have a bit of a different workflow for that.
If you have any questions, feel free to ask them here. -
RE: Falcon BMS 4.37.3 - Documentation Bug Reports
BMS -34-1-1, v.4.37.3
p498/499According to trustworthy sources, the terms “TIME TO RELEASE/TIME UNTIL NEXT CUE” or “TIME AT NEXT CUE/TIME ON” or “TO TARGET” are incorrect.
Instead, the correct terms “TIME TO Rmax2/ TIME UNTIL IMPACT” or “WEAPON TIME ON TARGET” should be used to avoid confusion. -
RE: how easy is it to make 3d models for falcon bms?
@AWACS334
A Blender exporter is in the works and will be released probably with 4.37.4. Releasing it for earlier versions will not work due to technical reasons. If you want to start modelling, you can already do that - just model the polys in Blender and use the Blender Materials for texturing. The exporter should be able to pick it up from there.
I suggest you start with simple stuff, like static objects (houses), ships, … -
RE: Shaping the docs for the future
@Icarus Sorry, I would like to restrict the discussion to core-BMS - your little addon is sure nice but AFAIK its not part of the core BMS installation? And even then - you would not have stuff like tire pressure checks since those are simply not modeled. So I will not comment on that.
As an example of clearly structured checklists I would like to point to the the old 4.32 files:
https://www.ravico.com/ST/Download/Checklists/BMS/Checklists/1107_02_main.pdfI know that we can not use them anymore but something in the spirit of them would work as well - maybe as a condensed version?
-
RE: Shaping the docs for the future
@Icarus Thats great but the virtual crew chief is basically a VA profile - if you look at the checklists, they go much deeper than voice comms.
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RE: Shaping the docs for the future
Sorry for piping in late, too many outlets to monitor.
While I don’t have anything to say about the -1 and -34 my biggest gripe would be the checklists. Since BMS has quite a steep learning curve, people will refer to those quite often for a quick check in the pit or as a refresher.
In order to do that, the information of the checklists should be concise and down to the point. So while having “real” items in there might be interesting for some, it contradicts the point of using that checklist.A few examples (/Blk40-52/KNEEBOARD_T.O. BMS1F-16CM-1CL-1.pdf):
- The whole “Preflight Check” section is not applicable to BMS - we will always start in the cockpit. More helpful would be sections for “Ramp Start” / “Taxi Start” / “Runway Start”
- Even in the section itself, many features are just not applicable to a videogame/simulation/…
** Cockpit Access
** Ejection Seats checks
** Checks for loose objects - In all sections any item referring to DF/DR cockpits - we don’t have any multiseat functionality (yet)
- References to Crew Chief / Ground Crew - we don’t have those (e.g. in N-15, N-19, )
- Hotpit Refueling: no reference to the Comm Menu at all, instead items like “Brake and tire inspection (ground crew)”, “Ensure hands are visible to ground crew”, …
- “Exterior Inspection”, “Servicing diagram”, … - again, a whole section with items which are not applicable to the game in its current state
What I would be happy to see were some brief checks for Weapons Employment - even if they would not be part of a “real” checklist.
As an example: AGM-88s. Items might include like “Before commiting in 2D, verify threat tables in DTC”, “Power ON”, …So my impression is: while the detail of the checklists is commendable, we should keep in mind that our audience (and we!) are playing a videogame where they will need quick answers within that frame of reference.