cubanace Posted December 21, 2016 Author Share Posted December 21, 2016 Hello Cubanace, been following your YouTube videos with great interest, fantastic progress in such a short space of time, well done you )))) Oh theres more i already got my basic license for the pak fa that i bough,we can finally all fly it when i finish it for free, i uploaded new videos about the canopy animation go check it out, the model needs alot of work due to it having alot of V-RAY Materials and i have to clean those due to EDM tools exporter,anyway thank you and happy flying. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
cubanace Posted December 21, 2016 Author Share Posted December 21, 2016 COCKPIT WIP!! here's a WIP of texturing the cockpit to look as close to the real one as possible. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
kdc Posted December 21, 2016 Share Posted December 21, 2016 Can you produce skin textures for all prototypes 051 to 056??? Link to comment Share on other sites More sharing options...
cubanace Posted December 21, 2016 Author Share Posted December 21, 2016 Can you produce skin textures for all prototypes 051 to 056??? at the momment i have one and there is more coming,all depends on me finding the perfect pictures of the other prototypes so i can get it close as posible. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
gospadin Posted December 21, 2016 Share Posted December 21, 2016 just a suggestion... don't bother with detailed skins until you're sure the modeling is complete having to change all your skins due to a modification of the unwrap is a complete pain in the ass My liveries, mods, and missions for DCS:World M-2000C English Cockpit | Extra Beacons Mod | Nav Kneeboard | Community A-4E Link to comment Share on other sites More sharing options...
cubanace Posted December 21, 2016 Author Share Posted December 21, 2016 just a suggestion... don't bother with detailed skins until you're sure the modeling is complete having to change all your skins due to a modification of the unwrap is a complete pain in the ass I agree that is why i only have one so far for testing in model viewer. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
cubanace Posted December 21, 2016 Author Share Posted December 21, 2016 (edited) Do any of you know the Draw argument codes for the cockpit or can i make those my self? i got the external model arguments working,figured that out already,but the cockpit is another ball in the park,im guessing i just add a number that is not already in dcs? my guess dont really know. Edited December 21, 2016 by cubanace SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
BR55Sevas Posted December 21, 2016 Share Posted December 21, 2016 Do any of you know the Draw argument codes for the cockpit or can i make those my self? i got the external model arguments working,figured that out already,but the cockpit is another ball in the park,im guessing i just add a number that is not already in dcs? my guess dont really know. If you plan to make your own systems, then arg# doesnt matter, you can assign any and handle it in code. Same for external args, as example my TVC nozzles uses 600+ number, which is absent in default modules. drawargs[602].f = (float) Engine::Nozle_V_R_angle;//ОВТ правое сопло вертикально drawargs[601].f = (float)Engine::Nozle_H_R_angle ;//ОВТ правое горизонт drawargs[605].f = (float) Engine::Nozle_V_L_angle;//ОВТ левое сопло вертикально drawargs[604].f = (float)Engine::Nozle_H_L_angle;//ОВТ сопло левое горизонт Another advice. Try to mix 3d modeling and system coding learning. 2nd part huge and very difficult and time consuming. МиГ-29 Fly by wire СДУ Su-27SM second display panel https://www.youtube.com/embed/videoseries?list=PL_2GGwNpWNp_fKXfRtDhIk8s5Jf4a9XHS http://berkuts.ru Пилотажный сервер с роботом | Aerobatic server with PhantomControl Link to comment Share on other sites More sharing options...
gospadin Posted December 21, 2016 Share Posted December 21, 2016 If you plan to make your own systems, then arg# doesnt matter, you can assign any and handle it in code. Same for external args, as example my TVC nozzles uses 600+ number, which is absent in default modules. drawargs[602].f = (float) Engine::Nozle_V_R_angle;//ОВТ правое сопло вертикально drawargs[601].f = (float)Engine::Nozle_H_R_angle ;//ОВТ правое горизонт drawargs[605].f = (float) Engine::Nozle_V_L_angle;//ОВТ левое сопло вертикально drawargs[604].f = (float)Engine::Nozle_H_L_angle;//ОВТ сопло левое горизонт Another advice. Try to mix 3d modeling and system coding learning. 2nd part huge and very difficult and time consuming. Mostly true, however, we originally had issues with some arguments around/above 1200. Without documentation, we're not sure whether this is an engine limitation or a conflict with something hardcoded in the SFM/SSM DLLs. To remedy this, we started re-packing our arguments into lower indices, and have had no issues since. --gos My liveries, mods, and missions for DCS:World M-2000C English Cockpit | Extra Beacons Mod | Nav Kneeboard | Community A-4E Link to comment Share on other sites More sharing options...
gospadin Posted December 21, 2016 Share Posted December 21, 2016 Do any of you know the Draw argument codes for the cockpit or can i make those my self? i got the external model arguments working,figured that out already,but the cockpit is another ball in the park,im guessing i just add a number that is not already in dcs? my guess dont really know. External draw arguments have "official" meaning if you're using SFM (and EFM?), there's a word document floating around that lists each of them. There's about ~300 that have defined meanings, and some number of them are automatically transmitted by the network code in addition to the ones you program in your lua. Additional arguments you can use if you want, so long as they don't conflict. By sticking to the standard, your airplane will actuate the proper surfaces when flown by the AI, etc. When you're controlling your own airplane, however, you'll need to program how all the external animations are drawn via set_external_draw_argument() or something like that. Internal/cockpit draw arguments use their own namespace. I recommend keeping them below 1000. I don't believe any have pre-defined meanings. Note that there's no get_cockpit_draw_argument for internal animations. Anything that you want to read the state of must be connected to a device controller. You can, however, directly read and set external draw arguments from within your cockpit lua code via the normal draw functions. Oh, and weapons have standard draw arguments too, but only a few, for controlling things like the ballute on the Mk-82AIR. --gos My liveries, mods, and missions for DCS:World M-2000C English Cockpit | Extra Beacons Mod | Nav Kneeboard | Community A-4E Link to comment Share on other sites More sharing options...
cubanace Posted December 22, 2016 Author Share Posted December 22, 2016 External draw arguments have "official" meaning if you're using SFM (and EFM?), there's a word document floating around that lists each of them. There's about ~300 that have defined meanings, and some number of them are automatically transmitted by the network code in addition to the ones you program in your lua. Additional arguments you can use if you want, so long as they don't conflict. By sticking to the standard, your airplane will actuate the proper surfaces when flown by the AI, etc. When you're controlling your own airplane, however, you'll need to program how all the external animations are drawn via set_external_draw_argument() or something like that. Internal/cockpit draw arguments use their own namespace. I recommend keeping them below 1000. I don't believe any have pre-defined meanings. Note that there's no get_cockpit_draw_argument for internal animations. Anything that you want to read the state of must be connected to a device controller. You can, however, directly read and set external draw arguments from within your cockpit lua code via the normal draw functions. Oh, and weapons have standard draw arguments too, but only a few, for controlling things like the ballute on the Mk-82AIR. --gos[/QUO Omg thank you so much both of you,this is gold info i needed. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
cubanace Posted December 22, 2016 Author Share Posted December 22, 2016 Mostly true, however, we originally had issues with some arguments around/above 1200. Without documentation, we're not sure whether this is an engine limitation or a conflict with something hardcoded in the SFM/SSM DLLs. To remedy this, we started re-packing our arguments into lower indices, and have had no issues since. --gos i have been learing texturing and coding in 3dx max , my head feels like is going to explode,but sure is a priceless feeling when you see parts moving and the model in game, its a special feeling. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
cubanace Posted December 22, 2016 Author Share Posted December 22, 2016 i figured out how to control the smoke on the engines it was kinda easy actually,they were to smokey, new engines that are due for the pak fa do not smoke as much, i was just testing with it and it works. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
cubanace Posted December 22, 2016 Author Share Posted December 22, 2016 Pak Fa in game engine TEstBed. my heart is racing, and yes shes naked. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
cubanace Posted December 22, 2016 Author Share Posted December 22, 2016 If you plan to make your own systems, then arg# doesnt matter, you can assign any and handle it in code. Same for external args, as example my TVC nozzles uses 600+ number, which is absent in default modules. drawargs[602].f = (float) Engine::Nozle_V_R_angle;//ОВТ правое сопло вертикально drawargs[601].f = (float)Engine::Nozle_H_R_angle ;//ОВТ правое горизонт drawargs[605].f = (float) Engine::Nozle_V_L_angle;//ОВТ левое сопло вертикально drawargs[604].f = (float)Engine::Nozle_H_L_angle;//ОВТ сопло левое горизонт Another advice. Try to mix 3d modeling and system coding learning. 2nd part huge and very difficult and time consuming. do the TVC actually change direction of thrust or just for the looks? SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
BR55Sevas Posted December 22, 2016 Share Posted December 22, 2016 Both. My animation depends on tvc system i coded. I have fully working TVC. I can enable or disable it just in flight. Check video description Without working tvc i couldnt make such crazy rotation of mig. МиГ-29 Fly by wire СДУ Su-27SM second display panel https://www.youtube.com/embed/videoseries?list=PL_2GGwNpWNp_fKXfRtDhIk8s5Jf4a9XHS http://berkuts.ru Пилотажный сервер с роботом | Aerobatic server with PhantomControl Link to comment Share on other sites More sharing options...
cubanace Posted December 22, 2016 Author Share Posted December 22, 2016 Both. My animation depends on tvc system i coded. I have fully working TVC. I can enable or disable it just in flight. Check video description Without working tvc i couldnt make such crazy rotation of mig. wow that is amazing,that we can do such things, i cant wait to have my pak fa fully coded. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
cubanace Posted December 22, 2016 Author Share Posted December 22, 2016 Finally Working 8-) was this a joy to see lol,finally know how to code moving parts, first step into modding LMAO,and yes shes naked and still to fat and big, i will work on that later. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
razo+r Posted December 22, 2016 Share Posted December 22, 2016 was this a joy to see lol,finally know how to code moving parts, first step into modding LMAO,and yes shes naked and still to fat and big, i will work on that later. Looks more like you have a misaligned axis on that one... Good luck with the rest Link to comment Share on other sites More sharing options...
cubanace Posted December 22, 2016 Author Share Posted December 22, 2016 Looks more like you have a misaligned axis on that one... Good luck with the rest oh yes shes a mess, i am just figuring out how to control stuff then il move to perfecting things. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
kdc Posted December 22, 2016 Share Posted December 22, 2016 Another day closer )))) Link to comment Share on other sites More sharing options...
sanc2775 Posted December 22, 2016 Share Posted December 22, 2016 Fantastic plane and very good proyect what I don't know is Why we don't have any notice proyect about f 16? cubanase I will put my money in your pocket if make a proyect with f 16!!!!! Link to comment Share on other sites More sharing options...
cubanace Posted December 22, 2016 Author Share Posted December 22, 2016 Fantastic plane and very good proyect what I don't know is Why we don't have any notice proyect about f 16? cubanase I will put my money in your pocket if make a proyect with f 16!!!!! Lets just focus on finishing the Pack Fa,as for the F-16 im sorry but i already have another project in mind, A-6 Intruder. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
cubanace Posted December 22, 2016 Author Share Posted December 22, 2016 Draw arguments WIP,Thrust Vectoring. Trying out some of the Draw Arguments for Thrust Vectoring. SU-57 Discord https://discord.gg/kVUEak6b66 Link to comment Share on other sites More sharing options...
sanc2775 Posted December 22, 2016 Share Posted December 22, 2016 Ok sound good cubanase one question You are going to put the needle in front? and finally You will implement the actual speed of the pak is 1,516 mph? thank you. Link to comment Share on other sites More sharing options...
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