TMS up twice doesn’t help in this instance…
While you’re trying to do this, the HUD is your sensor of interest, correct? Should be able to make sure with a DMS up and an * in one of the upper corners of the HUD. I think.
-Shadow
TMS up twice doesn’t help in this instance…
While you’re trying to do this, the HUD is your sensor of interest, correct? Should be able to make sure with a DMS up and an * in one of the upper corners of the HUD. I think.
-Shadow
Glad it worked out. Pretty common issue, you learn to work around it.
-Shadow
You may be able to achieve what you wish by just ticking the “Reverse DOF direction”. You may also have to change the “Max DOF Angle” or go into the aircraft .dat file and change the “animRefuelAngle.”
Thanks for the help, I did try the “animRefuelAngle” I was able to affect where the probe finished its motion (from in the pit) but it also affected the external probe as well. (Example, changed from it value of 20.0 to 2.0 made the internal probe more or less correct, but the external probe reduced it’s travel by 10x as well). I do believe I need to do some work in LODEditor
Hello,
Could you be more specific?
Exporting a LOD from made database is possible by export mode of Lodeditor.
Rversing one DOF is also possible, by edit mode of Lodeditor.
However, this last one is really complex and not so user-friendly!
https://i.imgur.com/O567GqR.png
Here is how does it looks like.
As a precision, you don’t need to export a LOD out of Falcon DB to work on it.
Regards,
Radium
Raduim, I was able to get to the screen in your post there, but I don’t know how to load the correct LOD to be viewed in that window. I think I could fumble around and find the correct settings, could you please explain how to open the LOD in that window? Thanks.
You may be able to achieve what you wish by just ticking the “Reverse DOF direction”. You may also have to change the “Max DOF Angle” or go into the aircraft .dat file and change the “animRefuelAngle.”
I will try later and report back, thank you
-Shadow
Hello,
Could you be more specific?
Exporting a LOD from made database is possible by export mode of Lodeditor.
Rversing one DOF is also possible, by edit mode of Lodeditor.
However, this last one is really complex and not so user-friendly!
https://i.imgur.com/O567GqR.png
Here is how does it looks like.
As a precision, you don’t need to export a LOD out of Falcon DB to work on it.
Regards,
Radium
Ok, I’ll take a look when I get on the computer later, I think that may be the trick.
But to be more specific, the refueling probe on the AV8B (from inside the cockpit) deploys the wrong way. It instead of the flipping the switch and it moving counter clockwise away from the aircraft, it moves clockwise, through the aircraft all the way around into position.
I would like to reverse that movement so it is correct. I was assuming you do that by reversing the DOF. Later on I’ll give that a try.
-Shadow
Hello,
Whilem man y request infos, I decided to take some time for you all.
This is the checklist of the 3D modeler in BMS.
First, please select one of your model, the one you like the most.
1/ complete all the 3D modeling. Everything. 30,000 triangles max, affect your smoothing groups and Ptypes.
2/ Prepare moving parts on the closed or neutral position,
3/ Unwrap your model,
4/ Make your textures,
5/ Bake your textures, achieve the post processing stuff.
6/ Prepare license plates and alpha channels, I will explain you when you will be at this phase, that is easy.
7/ Open the Falcon exporter menu, this looks like this :
http://i.imgur.com/PSprPWP.jpg
8/ DOF and switch your model. This phase is really specific of BMS. In Falcon BMS exporters, there is helpers to create animations. Not so complex, but it needs a lot of trials before getting what you want. Sizes for slots, dofs and switches doesn’t matter, setting them is just for your own confort.
This looks like this :
http://i.imgur.com/32DakRU.jpg
This is DOF menu. This makes animations. You can scale, rotate, translate, by configuring factors, this is rather easy to understand by yourself how to use it.
You have to link them with :
http://i.imgur.com/ZZBUImy.jpg
Then, for some functions , like afterburner, or licenseplates you need to use switches. These are display/hide functions.
You will find them in this menu :
http://i.imgur.com/XQTTvtD.jpg.
Same than DOF to link them to the part.
9/ Place your Slots. This is aircrafts hardpoints. You can check any google reference to identify them.
menu looks like this :
http://i.imgur.com/P4c3EL2.jpg
Same than DOF to link them to the part.
Check your payload configuration. prepare a sheet with all your hardpoints, and, everything you need to be carried. AN excel sheet is advised, to make stuff clean. Identify your pylons.
9/ Make the 3D models for payload for what is not in the database, then, unwrap them.
10/ Some models use swtches like GBU. Please note that these weapon switches use aircraft definitions, but don’t have same role. This is the tricky part. To know which one to use, please ask on the thread, we will tell you.
11/ Read and re-read Waveydave manual, there is absolutely everything inside…
12/ Next phase is editing DB with Lodeditor, but this is another story, there is already near than 1 year of work there for the average modeler!
Regards,
Radium
P.S. Please ensure that your model doesn’t already exist in the DB…
Radium, this is great information, looks like mostly what I’m looking for, my question is a bit more specific though.
Is it possible to unpack an LOD and reverse one of the DOFs? I’m still learning how all this works, not even sure if I’m asking the right questions, but this looks like the right place.
-Shadow
You want “match play”
When the entire team (red, blue, ect) is killed, the entire scenario resets. It keeps score and quits when the winning team has enough points.
Sorry for the title, I just couldn’t think of a better way of describing my issue.
My problem is , with BMS 4.32.7 but I think 4.33.3 works the same, is that when I look all the way to my left in the 3D cockpit and reach the almost-6-o’clock view, the view flips over to the other side?
So I’m looking left, all the way left and when I somehow hit that “end”,the view flips automatically over to the right?I’ve always thought this was annoying when using my POV hat to change views but it’s extremely annoying when now using my TrackHat Clip? Is there some setting in the config file, whereby the view just stays in place when you received the “outer limit” of travel?
With the TrackHat it gets worse because I look all the way left…. and I’m looking at the left side of my monitor (sort of). The view flips over to the right, to the most outer edge. I then must move my head to the right as I can’t look any more left than I already am… which causes the view to flip back to the other side again! And so I continue fighting with the view panning, until I either hit the ground. Or pause the sim as my head is literally spinning! :rolleyes:
Sounds like your track IR is getting turned around on something. Look at the TrackIR screen and move your head around. See if the light or relfectors (depending on what you are using) are coming in contact with each other. See if there is light pouring into your room that is confusing it. One thing I do is turn my TrackIR brightness up, turn the sensitivity to the highest setting and not use precision tracking. Then you should tune your profile to match your head movements (generally you shouldn’t have to look past the edge of your screen to see a 180* look in game). Try all that. One of those should solve your problem.
the probe does a 360 when deployed from the cockpit view, that needs fixed big time
That’s what I want to fix.
Hello,
Basically it’s simple :
1/You create pit wings model+uvw+dof+switch+textures
2/You put correct slots
3/You export that
4/ With Lodeditor you find wingpit model and you replace with your new LOD
5/You edit cockpit data file, there is some lines with corresponding CT numbers
In regards to the above quote, do you know how one would, or where one could find information on changing the animation of a model? I have no idea where to start to look. I just would like to find some information on where to look.
Basically the probe, as viewed from inside the cockpit deploys in the wrong direction. It starts as in redshifts screen shot and goes into the jet, rotates the long way then up and into position. I’d just like to reverse the rotation of the probe when deployed.
-Shadow
Basically, I’m looking for someone who has the know how to develop a new pitwing for the AV8 in game, as the current one is a bit lacking, and takes away a lot of visibility. Anyone with some knowledge would be helpful.