@airbuster said in BMS 4.35 Screenshots:
Casual flying in Aegean theater:
What a beautiful work Aegean theater is !
Cheers,
LS
@airbuster said in BMS 4.35 Screenshots:
Casual flying in Aegean theater:
What a beautiful work Aegean theater is !
Cheers,
LS
@fresco
Texture Set Editor
Read this topic to the end:
https://forum.falcon-bms.com/topic/16471/add-2-or-more-skins-to-a-single-airplane-4-34/4
Cheers,
LS
Beautiful pics of models and skins everywhere!
I wish there is a forum function to up - vote all of them at once!
Cheers,
LS
<p>@repman <br />IIRC you’ve created your initially 3D model in another software and then imported/loaded<br />that one into your 3DS MAX.<br /><br />The units setting in 3DS MAX are important and should be set before you <br />import a 3D model from another software.<br />(on open/load a file you can pick “System Units” or “File Units”)<br /><br />This is the reason why your object get to tiny in size and can’t be seen insim.<br /><br />There is no tutorial for this, because usally we (most of us) create our 3D models in <br />3DS MAX AND take care of the correct size of the object.<br /><br />As said, your .LOD is to tiny, to small in size.<br />So scale your model to correct RL size in 3DS MAX and export again.<br /><br /><br />Anyway, you’ve spent 10+ hours and give up now, where I think you’re close.<br />So I’ve wasted my time as well, while trying to help, … also on PM. :(<br /><br />Some Falconeers have spent way more hours to get a solution for a problem.<br />If those gents gave up that fast, then Falcon BMS would be dead since long.<br /><br /><br />@ccc<br />measure his LOD in LE, it was just approximately 0.08 feet high,<br />… way to small to be seen insim.<br />(but I’ve not looked at his latest files)<br /><br /><br />Cheers, <br />LS<br /></p>
@AWACS334
I … can’t use blender!
You could use blender, but just not export the 3D models to BMS as yet.
A blender exporter for BMS is almost done and will see lights of day next year for sure.
Cheers,
LS
@neystratiou said in Aegean v3.x Navigation stuff:
113 Navigation charts and 3 lists
WOW, that’s a lot of nice NAV stuff !!!
Thank’s a lot for your hard work, Nikos!
Cheers,
LS
@Pars42
probably the last time one see the agressor skin on that F-15 3D model.
Thanks for the pics!
Cheers,
LS
@radium said in Gwanggaeto the Great-class destroyer:
That being said, it’s still unfinished.
… and looks already amazing, … WOW!
Cheers,
LS
For me personally in BMS I think speed is a weapon, and speed needs fuel.
… offensive and defensive!
So I flew mostly with 2 bags and made sure to know if AAR is available.
I found myself often doing an AAR after my bombs hit their target(s),
then go hunting MiGs at high speed!
Cheers,
LS
I’m not a specialist, so I don’t know much about Substance Painter, but I guess it uses differently lights and render settings.
Additionally you might have used some “baked” maps like AO- map, metallic maps, etc. .
For 4.35 u3, we have none of these PBR materials, but we can bake textures (AO for example) and add them
to our “main” texture to “fake” shadows, lights (shine), dirt, and so on,
using Photoshop.
If you don’t see your object in OpenGLLOD after first export, then try to zoom out (shift+ LMB + move),
but if your objects origin is at 3dsmax X-, Y- 0 (zero) world coordinates, it should be at the center of the viewer after export.
Sidenote: place your texture(s) in the same folder as the exported .LOD.
Cheers,
LS
@stingray_six_two
I often thought about you and the state of the cat, Pete!
Now we know the cat is still alive!
To bring your model into the game, you can start to export it from 3dsmax to .LOD
without animations first, to check main geometry and textures.
Then eventually start to place DOF Helpers in 3dsmax to create a simple animation,
like rudder for example.
And sure, to create all animations and check them, one need to export from 3dsmax and check
the results in OpenGLLOD often.
Depending on the wanted results, creating all animations nicely can become very intense.
(BTW: make sure your .LOD is associated with OpenGLLOD.exe in your 4.35 \Tools folder,
do not use older ones)
Maybe these topics helps you for generally .LOD export
https://forum.falcon-bms.com/topic/21097/help-needed-to-understand-3ds-max-lod-exporter?_=1636304956069
https://forum.falcon-bms.com/topic/21266/1-project-3d-for-a-beginner-by-repman/63?_=1639561706826
For posting pics on the new forum from pic- hoster like imgur …
![alt text](https://i.imgur.com/F5nLr2S.gif)
I hope this helps a little.
Cheers,
LS
That texture folder and the “last” .dds WAS to keep compatible with old tools.
Now with the DB bigger than 2GB no old tool will
handle it, so the texture folder and last .dds is obsolete.
Cheers,
LS
I can’t see anything wrong there.
Try a simple experiment and build a box,
using
Create> Box > Keyboard Entry
Set all dimension to 100’ and keep the xyz pos at 0, then click Create.
Then export selected Box to .LOD and check in OpenGLLOD
Cheers,
LS
Does the gear DOFs move when you load the LOD into OpenGLLOD.exe?
press “d+20” and click/move mouse to rotate DOF# 20 “Left Gear” for example.
In your old AC.dat file “isComplex 0” should be set to “isComplex 1”.
Make sure, gear related stuff has correct values in AC.dat
3 # Num Gear
15.8 0 8.2 100
40.1 -5.9 8.2 100
40.1 5.9 8.2 100
Measure X,Y and Z in LE if in doubt.
Rng 100 is the way the gear DOFs travel in degrees, …
a 3D modellers decision, … some use simply 360.
Even better use the AC.dat file with is made for the model you want to use.
I hope that helps.
Cheers, :yo:
LS
… sounds like a cool project.
IIRC “I-Hawk” had already an generally coding idea … to make the avionic etc. modular,
to be usefull for other AC as well.
There was also a thread here on the forum on this topic, … I’m to lazy to search …;)
Cheers, :yo:
LS
@buraktunahan
Have you associated *.LOD to open with D:\Falcon BMS 4.35\Tools\OpenGLLOD\OpenGLLOD.exe
or
are your *.LOD still associated to an older version of OpenGGLOD?
To be sure, rightclick your .LOD, pick “open with” and associate it to always open from path above.
Else make sure the correct textures are within the same folder if you have an external Model folder,
or make sure the correct textures resist in \KoreaObj (and/or -hires) if the Model is in the DB.
Cheers,
LS
@repman
1-
Look into that extracted \Parent folder, which holds numbered subfolders.
Those numbers are the Parent numbers (also called CT numbers).
And those subfolders hold the LODs and Parent.dat.
2-
Forget about LOD Editor for now. I repeat, forget about LE.
It’s an old tool and can’t handle the 4.35 DB.
3-
I don’t know a parent number for an AB building for you to use.
Use BMS Editor to browse the DB to find an object you want to replace with yours.
(I would need to do the same)
Then you know it’s Parent number and can replace “Model_0.LOD” in
\Parent\XXXX with your LOD, then compress the DB and test insim.
Your textures should still go to \KoreaObj (and hires) folder(s).
Cheers,
LS
@ccc1tw
AFAIK hitbox behavior(s) are same as before, … we can “just” cover the AC shape better.
Also AFAIK max. 5 hitboxes can be added in OFM.dat atm…
Cheers,
LS