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Silver_Dragon 3D modeling


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Today with Project 205U [Osa I]

3dsmax2012-11-2400-02-11-21.jpg

 

Missile containers doors and exhausts, some bridge windows and aft superstructure.

 

A size comparative test photo, with all ships on projects:

 

dcs2012-11-2312-17-51-17.jpg

 

From right to left Project 11451 [Murka class], LCM-1E, DCS patrol boat, Project 183 torpedo boat y Project 205 [Osa I]

 

The LCM-1E yesterday was a incorrect size, I change them and now has OK. In previous photos LCM-1E show correct with others ships. Osa I no show today improvements.


Edited by Silver_Dragon
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looking forward for this :)

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  • 2 weeks later...

Ok, testing animation, on modelview the model work properly, but DCS:W now don´t load the model..... or start.

 

Put model code....

 

-- Project183 class Torpedo boat
mount_vfs_model_path	(current_mod_path.."/Shapes")
--mount_vfs_liveries_path (current_mod_path.."/Liveries")
mount_vfs_texture_path  (current_mod_path.."/Textures/Project183_Class")

GT = {};
GT_t.ws = 0;

set_recursive_metatable(GT, GT_t.generic_ship)

GT.visual = {}
GT.visual.shape = "project183"
GT.visual.shape_dstr = ""

GT.life = 0.8;
GT.mass = 6.1e+001;
GT.max_velocity = 81.4880
GT.race_velocity = 15.4333
GT.economy_velocity = 10.2889
GT.economy_distance = 1.1112e+007
GT.race_distance = 2.778e+006
GT.shipLength = 152.4 --172.8
GT.Width = 21 --15
GT.Height = 74.4 --37.2
GT.Length = 152.4 --172.8
GT.DeckLevel = 0.5
GT.X_nose = 3.5
GT.X_tail = -3.5
GT.Tail_Width = 2
GT.Gamma_max = 0.35
GT.Om = 0.05
GT.speedup = 0.567114
GT.R_min = 40
GT.distFindObstacles = 80

GT.numParking = 0
GT.Plane_Num_ = 0
GT.Helicopter_Num_ = 0

GT.airWeaponDist = 2000
GT.airFindDist = 3000

-- weapon systems
GT.WS = {}
local ws;
GT.WS.maxTargetDetectionRange = 3000;
--GT.WS.radar_type = 102

---- Nose 2M+3M cannon
ws = GT_t.inc_ws();
GT.WS[ws] = {}
GT.WS[ws].center = 'cannon_base'
GT.WS[ws].angles = {
				{math.rad(180), math.rad(-180), math.rad(-10), math.rad

(85)},
				};
GT.WS[ws].drawArgument1 = 13
GT.WS[ws].drawArgument2 = 14
GT.WS[ws].omegaY = math.rad(40)
GT.WS[ws].omegaZ = math.rad(70)

__LN = add_launcher(GT.WS[ws], GT_t.LN_t.automatic_gun_2A42);
[color="Red"]__LN.BR[1].connector_name = 'Cannon_II';[/color]
--__LN.fireAnimationArgument = 125;

---- AFT 2M+3M cannon
--ws = GT_t.inc_ws();
--GT.WS[ws] = {}
--GT.WS[ws].center = 'Turret2'
--GT.WS[ws].drawArgument1 = 15
--GT.WS[ws].drawArgument2 = 16
--GT.WS[ws].angles = {
--					{math.rad(180), math.rad(-180), math.rad(-10), 
-- math.rad--(85)},
--					};
--__LN = add_launcher(GT.WS[ws], GT_t.LN_t.automatic_gun_2A42);
--__LN.BR[1].connector_name = 'Cannon_III'
--__LN.fireAnimationArgument = 124;


GT.Name = "Project183_Class"
GT.DisplayName = _("PT Project183 Class")
GT.Rate = 20

GT.Sensors = {  OPTIC = {"generic tank daysight", "human nightsight", "human daysight"},
--                RADAR = {
--                    "Patriot str",
--                }
           };
GT.DetectionRange  = GT.airFindDist;
GT.ThreatRange = GT.airWeaponDist;
GT.Singleton   ="no";
GT.mapclasskey = "P0091000067";
GT.attribute = {wsType_Navy,wsType_Ship,wsType_ArmedShip,wsType_GenericLightArmoredShip,
				"low_reflection_vessel",
                   "Light armed ships",
			};
GT.Categories = {
				{name = "Armed Ship"},
			};
			
add_surface_unit(GT)

 

DCS Log

GUI debug.traceback: stack traceback:

[C]: ?

[string "./mods/tech/Project183/Project183_Class.lua"]:62: in main chunk

(tail call): ?

[string "Scripts/Database/db_mods.lua"]:744: in function 'scan_path'

[string "Scripts/Database/db_mods.lua"]:741: in function 'scan_p

00004.108 ALERT LUACOMMON: Error: GUI Error: [string "./mods/tech/Project183/Project183_Class.lua"]:62: attempt to index field 'BR' (a nil value)

GUI debug.traceback: stack traceback:

[C]: ?

[string "./mods/tech/Project183/Project183_Class.lua"]:62: in main chunk

(tail call): ?

[string "Scripts/Database/db_mods.lua"]:744: in function 'scan_path'

[string "Scripts/Database/db_mods.lua"]:741: in function

 

A incorrect connect name..... :cry: Ok, review model :book:

 

Edit:

Ok, a wall in front on me..... Can something help me explain what is a "connector"?... my 3Ds Max use has "limited" :(


Edited by Silver_Dragon
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Great. first model work..... ¿Something call for a box of eggs?

 

Not sure if I need to rotate the model 90 degrees to correct position.

The mod file download for this is far too large. I ripped out the two texture files you changed (ao-2_5rt.tga and ptab-25-paint.bmp), put them in my TempTexture directory and it worked fine. You may want to update your mod thusly, as it would drastically reduce the mod file size.

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