steve2112 Posted January 7, 2016 Share Posted January 7, 2016 thanks, i guess fountains use particles, not animations http://www.evermotion.org/tutorials/show/7879/water-fountain-tutorial anyhow, i'll try it, see what happens. explosions would use particles too, so i guess its possible. My kit: i7-4790K@4GHz / 8GB - GTX 980ti + rift CV1 - X52 pro - Multi Keyboard Remapper - 2DOF motion sim (in development) Link to comment Share on other sites More sharing options...
Leva Posted January 14, 2016 Share Posted January 14, 2016 Look at "RULESOOKT.DOC" (Google translate from Russian) Smoke Separate object that is drawn from the point of occurrence of smoke. Construction: in 3ds max set point emits smoke using Helpers> Point. And call it "smoke" (without the quotes). It can be outside Object Bounding Box.V structtable.sht in the parameters of your object, set classname = "LSmoker"; This smoke from the chimney, but I think the type of this have to do and you can write the appropriate script Or you can try the water to make translucent objects and animate them in the argument like a radar antenna Link to comment Share on other sites More sharing options...
NickD Posted December 4, 2016 Share Posted December 4, 2016 For at least simple model insertions, you don't actually need to edit the game databases - If you search the Scripts/Database luas you can find the source for 'add_surface_unit', which goes and adds the unit to all existing countries. With a simple directory structure in DCS World\Mods\tech\YourModel: \entry.lua \Shapes\YourModel.edm \Textures\someTexture.jpg And with entry.lua as: mount_vfs_model_path (current_mod_path.."/Shapes/"); mount_vfs_texture_path (current_mod_path.."/Textures/"); res = {}; GT_t.ws = 0; set_recursive_metatable(res, GT_t.generic_stationary) set_recursive_metatable(res.chassis, GT_t.CH_t.STATIC); res.chassis.life = 10 res.Name = "YourModelName"; res.DisplayName = _("YourModelName"); res.Rate = 1; res.visual.shape = "YourModel"; res.DetectionRange = 0; res.ThreatRange = 0; res.mapclasskey = "P0091000076"; res.attribute = {wsType_Ground,wsType_Tank,wsType_Gun,wsType_GenericFort, "Fortifications", }; res.category = "Fortification"; add_surface_unit(res) I've found that I can add static models in under any country, under the "Structures" category in the mission editor. This is from an amalgamation of posts I've found, and I can't yet explain the significance of much of it, but it seems to work. After working this out I found Joey45's post https://forums.eagle.ru/showpost.php?p=2654760&postcount=4 but that also seems to have some plugin-definition code, and I'm not sure where/what that affects (I've never seen a plugin management screen in game?). So haven't included it here. Link to comment Share on other sites More sharing options...
rwsd_1 Posted December 14, 2017 Share Posted December 14, 2017 Hi I was wandering how i can get some tutorials in building models? I am looking to build NVA & VC models for a vietnam era Link to comment Share on other sites More sharing options...
BlacleyCole Posted July 8, 2018 Share Posted July 8, 2018 Is there a written tutorial for creating a static object? Maybe a written and YouTube that. Go hand in hand 1 BlackeyCole 20years usaf XP-11. Dcs 2.5OB Acer predator laptop/ i7 7720, 2.4ghz, 32 gb ddr4 ram, 500gb ssd,1tb hdd,nvidia 1080 8gb vram New FlightSim Blog at https://blackeysblog.wordpress.com. Go visit it and leave me feedback and or comments so I can make it better. A new post every Friday. Link to comment Share on other sites More sharing options...
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