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    WaveyDave

    @WaveyDave

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    Best posts made by WaveyDave

    • RE: Modelling Organisation

      @Sphynx:

      What about the Red Heavys?
      Tu-95, Tu-16, Tu-22, Il-74/76/78, etc…
      They could need an update too, no?

      The original list posted was in priority where the most seen aircraft in a campaign were given higher priority.

      When Those are sorted I will start to expand the list. In the past people have modelled their favourite aircraft instead of the ones that are actually used in a campaign, we are trying to do it differently this time.

      Regards
      Dave

      posted in Community Mods & Tools
      WaveyDaveW
      WaveyDave

    Latest posts made by WaveyDave

    • RE: How can I find out the texture numbers?

      @kouzi:

      ERROR DETAILS
      Following errors were detected during this operation.

      • [2021/8/21 下午 05:31:22] System.Deployment.Application.DeploymentDownloadException (Unknown subtype)
      • Downloading file:///C:/Users/user/Documents/F4TextureSetEditor_1_0_0_28/Application Files/F4TextureSetEditor_1_0_0_28/F4TextureSetEditor.exe.manifest did not succeed.

      Try downloading all the files to a local folder and running setup from there.

      Regards

      posted in Community Mods & Tools
      WaveyDaveW
      WaveyDave
    • RE: 3DS Max Exporters for BMS

      If you get the latest switch.xml file it should fix the issue.

      There is a new exporter on the way.

      Regards
      Dave

      posted in 3D Models
      WaveyDaveW
      WaveyDave
    • RE: 4.33 Texture Templates

      Hopefully works now.

      Regards

      posted in Skins & Textures
      WaveyDaveW
      WaveyDave
    • RE: 4.33 Texture Templates

      Fixed broken link

      Regards
      Dave

      posted in Skins & Textures
      WaveyDaveW
      WaveyDave
    • RE: PinkyandBrains Beginners guide

      @Arty:

      So the correct way is to set - change the radius value in the sphere properties and just move around the sphere model so to fit the whole model to be exported. Right?

      That is the way this script works. I looks at the radius property and doesn’t take into account the scaling factor.

      @Arty:

      Same applies for the bounding box. Right?

      Not sure but could be that the bounding box does take into account the scaling. Should be pretty easy for you to test e.g. create a box, run script, scale box, run script compare results.

      @Arty:

      Damn I though scale was altering those properties xyz sizes.

      Not sure what xyz properties you refer.
      @Arty:

      So if we scale up our models and then we want to see their dimensions from the properties they are all wrong?

      No, but it depends on what tool you use and how that tool calculates the dimensions.
      @Arty:

      Why doesn’t this sound logical to me?

      Look at some of these links

      http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-ACF04A2D-B87A-4A9B-8D6D-ECE015A204A5
      http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_FDBE6AA6_36D2_47CB_81D7_BB8DE867E306_htm
      http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=__files_GUID_6FA37CAE_61A9_4864_87B0_BA6EC7EBBA32_htm

      Regards
      Dave

      posted in Community Mods & Tools
      WaveyDaveW
      WaveyDave
    • RE: PinkyandBrains Beginners guide

      @Arty:

      Current Question - issue:
      All polygon areas are overlaping in the uvw mapping.
      Both textures (Difuse and opacity) are dx3 512x512 all red and the alpha is all white. No transparent areas.

      Maybe I forgot to replace the texture as I tried to make the light with 3 planes and had a texture with circle transparency where opacity was 100% at the center and full transparent at the borders.
      Maybe this was why I had the white circle and black all around… But still why black and white instead of full red?

      Just to clear out and not confuse u I want it a ball full red. I tried to mimic the taxiway - runway lights which are visible from far and it’s a circle. But couldn’t create just a simple vertex in 3ds export it and view it in LE to set it as it should for taxilights.
      If I select in LE one vertex point from the sphere and set it as point PT and the rest settings ptype zero color red 704 when I see it in Falcon it’s small and doesn’t show up from far away.

      Second side question for verification:
      a. In Ptype 20 the lower you set the opacity the more bright in falcon. Right?
      b. In Ptype 20 surfaces look a bit funny like transparent. this happens where the parts of the same model overlap each other, or one poly is inside or under another poly. Also if u turn the camera objects of ptype 9 appear infront of the object that is ptype20 although they are actually placed behind it. This is a code thing? or I have fubared the model? If I use ptype 23 instead of ptype 20 this “transparency” thing will be gone? If yes please could we have some details and options about factors affecting the ptype 23? like transparency alpha channel settings or tricks? Please?

      example - u can see the objects from behind are shown in front of the bridge, the cables are all ending inside the road but u can see near the road at some places they disappear, or you can see their ending which is inside the road polygon - box and they shouldn’t be visible, also at the center of the pylon instead of the road u see the cement underneath:

      https://s25.postimg.org/d19sejqdr/2017_02_05_221814.png

      And finally a kind request if we could in Falcon Editor observe such things as if it was inside falcon. Meaning right now u can change the time in Falcon Editor but only terrain is affected. 3d Objects - features don’t display the correct properties like switches - dof’s - scripts. Having this options would save great amount of time on the struggle with the beast.

      If you are trying to make the light at the top of the towers us the F4Plane in the geometry rollout.

      I don’t think any of the pTypes produce solid non-transparent glowing textured polys.

      Here is a LOD with all pTypes starting with pType 2 (the first glowing red cube)

      Request noted but not likely to be any time soon.

      Regards
      Dave

      posted in Community Mods & Tools
      WaveyDaveW
      WaveyDave
    • RE: PinkyandBrains Beginners guide

      How is you texture mapping set up?

      Regards
      Dave

      posted in Community Mods & Tools
      WaveyDaveW
      WaveyDave
    • RE: PinkyandBrains Beginners guide

      There are 2 key settings.

      The geomerty should have smooth groups.

      Regards
      Dave

      posted in Community Mods & Tools
      WaveyDaveW
      WaveyDave
    • RE: F/A 18C HORNET FULL EDITION (Photoreal Cockpit & Photoreal Skin)

      The external skins should have mipmaps.

      Regards
      Dave

      posted in Community Mods & Tools
      WaveyDaveW
      WaveyDave
    • RE: 3DS Max Exporters for BMS

      @Manos1981:

      ANyone tested it in 2016???

      It wont work.

      http://help.autodesk.com/view/3DSMAX/2016/ENU/?guid=__files_GUID_6E179A56_5552_4D0B_BA61_BBD37B9E52DB_htm

      Regards
      Dave

      posted in 3D Models
      WaveyDaveW
      WaveyDave