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A 3D view for the DCS: World 1.5 Open Beta Mission Editor


FSFIan

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Hello and thank you for this tip.

I have both dcs that run in parallel.

But I'm in the editor, the changes are not visible to the viewer.

So I could even change the I have to restart the mission in the viewer.

 

I have just one question about the dcs_variant.txt file.

What should it contabin and what DCS is it the place (the editor or viewer) knowing that in my case. I'm on one machine.

 

The dcs_variant.txt file goes into the installation directory of your second DCS: World installation. It makes sense to use that second installation to run the viewer, so you don't have to install any additional modules there. It can contain anything you like. If dcs_variant.txt contains the string "foo", that installation will use "%USERPROFILE%\Saved Games\DCS.foo" as the profile directory.

 

Can you explain in more detail what you mean by "So I could even change the I have to restart the mission in the viewer."?

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  • 4 weeks later...

All units are not present in viewer

 

Hi Ian,

 

Thanks a lots for your very nice work !!!

 

It work for me but not for all units or structures: farp / aerial units / etc... are not present in viewer...

 

I'm using two same release versions of DCS on one PC.

 

Have you an idea ?

 

Regards,

 

Col.Kassad

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Quote from the GitHub page:

Only vehicle groups have been implemented and (very cursorily) tested

 

While it's technically possible to make this work for some other unit types, I won't do it. This is a quick and dirty proof of concept, and given that ED plans to implement 3D preview capabilities into the standard mission editor, it's not worth the effort.

 

It's open source though, so feel free to fork and extend it.

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  • 1 month later...

Version: 1.5.4.55584.141

 

 

=== Log opened UTC 2016-08-12 08:25:14

00000.000 INFO VFS: Using 'Saved Games': "C:\Users\Administrator\Saved Games"

00000.084 INFO DCS: DCS/1.5.4.55584 (x86_64; Windows/10.0.10586)

00000.084 INFO DCS: CPU cores: 6, System RAM: 16284 MB

00000.091 INFO EDCORE: (dDispatcher)enterToState_:0

00000.097 INFO Dispatcher: 2016/8/12 10:25 V1508170900

00000.123 INFO INPUT: Device [Keyboard] created deviceId = 1

00000.133 INFO INPUT: Device [Logitech G13 Joystick {F98588A0-0D58-11e6-8003-444553540000}] created deviceId = 2

00000.133 INFO INPUT: Joystick created[Logitech G13 Joystick {F98588A0-0D58-11e6-8003-444553540000}], ForceFeedBack: no

00000.153 INFO INPUT: Device [Mouse] created deviceId = 3

00000.342 INFO SOUND: loaded 1096 sdefs from "sounds\sdef"

00000.384 INFO SOUND: Using driver: xaudio29

00000.404 INFO SOUND: XAudio2: channel layout: Headphones/Stereo

00000.404 INFO SOUND: Using SSE FTZ/DAZ mode.

00000.741 ERROR VFS: Can't mount './CoreMods/aircraft/Hawk/Textures/Avionics' to '/textures/'.

00000.747 INFO SOUND: loaded 19 sdefs from ".\coremods\aircraft\m-2000c\sounds\sdef"

00000.747 ERROR VFS: Can't mount './CoreMods/aircraft/M-2000C/Skins/1/ME' to '/textures/'.

00000.747 ERROR VFS: Can't mount './CoreMods/aircraft/M-2000C/Textures/Weapons' to '/textures/'.

00000.750 INFO SOUND: loaded 10 sdefs from ".\coremods\aircraft\mig-21bis\sounds\sdef"

00000.757 INFO SOUND: loaded 7 sdefs from ".\coremods\aircraft\sa342\sounds\sdef"

00000.770 INFO SOUND: loaded 27 sdefs from ".\mods\aircraft\hawk\sounds\sdef"

00000.773 INFO SOUND: loaded 4 sdefs from ".\mods\aircraft\ka-50\sounds\sdef"

00001.013 INFO WorldPlugIns: No 'registryPath' for 'AVIODEV_C-101'

00004.657 INFO WorldPlugIns: No 'registryPath' for 'BALTICDRAGON_A10C-ENEMY_WITHIN_campaign'

00004.666 INFO GRAPHICSVISTA: Creating Resource "Unicode" of type 1

00004.668 INFO DX11BACKEND: TRUNK renderer init: showShaderError coreCount=1

00004.685 INFO DX11BACKEND: Driver Concurrent Creates - 1

00004.685 INFO DX11BACKEND: Driver Command Lists - 1

00004.686 INFO DX11BACKEND: DX11ShaderBinaries::loadShaders

00004.686 INFO DX11BACKEND: DX11ShaderBinaries::loadCache Bazar/shaders/fxo

00007.553 INFO DX11BACKEND: DX11ShaderBinaries::loadCache done

00007.553 INFO DX11BACKEND: DX11ShaderBinaries::loadCache C:\Users\Administrator\Saved Games\DCS\fxo

00007.564 INFO DX11BACKEND: DX11ShaderBinaries::loadCache done

00007.564 INFO DX11BACKEND: DX11ShaderBinaries::loadShaders finished

00007.572 ERROR VFS: Can't mount './Bazar/EffectViewer/envcubes' to '/textures/'.

00007.635 ERROR VFS: Can't mount './Mods/tech/Kuznecow/Textures/TUG_3913' to '/textures/'.

00007.674 INFO RENDERER: Global metashader cache enabled

00007.674 INFO RENDERER: Loading metashader cache from C:\Users\Administrator\Saved Games\DCS\metashaders/

00007.674 INFO RENDERER: Metashader cache: 0 (0) cached shaders out of date

00007.728 ERROR DX11BACKEND: rendertarget "rtDynamicCloudMap" not found

00007.729 INFO EDTERRAINGRAPHICS3: edtg::CreateSurfaceRenderItem()

00007.770 ERROR EDOBJECTS: Destruction shape not found AVIASHTAB_CRASH

00007.770 INFO TERRAIN: lSystem::lSystem

00007.789 INFO EDCORE: (dDispatcher)enterToState_:1

00007.874 ALERT Dispatcher: Error starting Mission editor: [string "./MissionEditor/MissionEditor.lua"]:1: unexpected symbol near 'ï'

00008.025 INFO EDCORE: (dDispatcher)enterToState_:2

00008.145 INFO EDCORE: (dDispatcher)enterToState_:3

00012.656 INFO EDCORE: (dDispatcher)enterToState_:5

00012.662 INFO SOUND: detaching sdef path ".\mods\aircraft\tf-51d\sounds\sdef\"

00012.662 INFO SOUND: detaching sdef path ".\mods\aircraft\ka-50\sounds\sdef\"

00012.662 INFO SOUND: detaching sdef path ".\mods\aircraft\hawk\sounds\sdef\"

00012.662 INFO SOUND: detaching sdef path ".\mods\aircraft\flaming cliffs\sounds\sdef\"

00012.662 INFO SOUND: detaching sdef path ".\mods\aircraft\a-10c\sounds\sdef\"

00012.662 INFO SOUND: detaching sdef path ".\coremods\aircraft\sa342\sounds\sdef\"

00012.662 INFO SOUND: detaching sdef path ".\coremods\aircraft\mig-21bis\sounds\sdef\"

00012.662 INFO SOUND: detaching sdef path ".\coremods\aircraft\m-2000c\sounds\sdef\"

00012.662 INFO SOUND: detaching sdef path "sounds\sdef\"

00012.667 INFO TERRAIN: lSystem::Exit()

00012.667 INFO TERRAIN: lSystem::CleanScenes()

00012.667 INFO EDTERRAINGRAPHICS3: edtg::Exit()

00012.708 INFO EDTERRAINGRAPHICS3: edtg::DeleteSurfaceRenderItem()

00012.708 WARNING LOG: 1 duplicate message(s) skipped.

00012.708 INFO EDTERRAINGRAPHICS3: edtg::Exit()

=== Log closed.

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00007.874 ALERT Dispatcher: Error starting Mission editor: [string "./MissionEditor/MissionEditor.lua"]:1: unexpected symbol near 'ï'

 

How do you manage to get a syntax error in line one of that file by appending stuff to the end? What editor did you use?

 

Make sure to save as UTF-8. Check the beginning of the file to make sure you or your editor didn't accidentally insert any garbage there. Make sure it isn't saved as UTF-16 with a byte order mark.

 

I recommend Notepad++. It has an option to show all unprintable characters.

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Works as expected. Read the "Bugs" section in the README on GitHub.

 

This was something I built in half a Saturday. I woke up with a crazy idea and then put in the 20% effort to get it 80% working (i.e. for the most common case, ground units), have a proof of concept and get the idea out of my head.

 

I don't think it's worth putting in the other 80% of work, as this is not built on top of any official interface so it may break with any update to DCS. Also, ED has stated that they want to add 3D preview to the editor eventually, so any further development effort on this kludge will be wasted in the long run.

 

If someone else wanted to fork the project, it could probably be made to work for static object groups as well with a reasonable amount of implementation and testing.

 

Helipads would be a special case, as you can't dynamically add a FARP to a mission. You might be able to spawn a static object that looks like a FARP instead.

 

Using it for aircraft is right out, as you can't put an aircraft into the air and have it stay there (and if you want helicopters to hover you have to deal with their AI and them eventually running out of fuel). For aircraft on the ground, you'd need special case logic again to detect that and spawn a static object instead.

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  • 6 months later...
  • 2 months later...

I switched both instance (editor/viewer) and I have not script error, but the 3D view system doesn't work anymore...

 

I copy/paste the first installation to have the second one, and maybe the problem come from that... I re-install a second installation, and I let you know.

 

Rgds

Guillaume

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  • 6 months later...

CAN SOME TELL ME HOW YOU INSTALL THIS? i have tried and nothing makes sense to me when you can only have one copy of DCS in saved games folder user folder and I have DCS world on my D drive...

 

so if I intsall a 2nd copy i still only have saved games folder on my C drive do i copy that folder too?

 

Mist??? What is Mist ? I have no idea how scripts work

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CAN SOME TELL ME HOW YOU INSTALL THIS? i have tried and nothing makes sense to me when you can only have one copy of DCS in saved games folder user folder

 

The instructions on GitHub tell you how to configure one of your two DCS installs to use a different Saved Games folder.

 

MiST refers to the Mission Scripting Tools, a very useful utility library for people who use Lua scripts in their missions. It is used as part of the mission that runs in the viewer installation. You don't need to install it separately, it is incorporated into the .miz files.

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