#4479149 - 06/20/19 07:26 PM
Re: Mi-28 Working Instrument Needles
[Re: ]
|
Joined: Dec 2010
Posts: 1,883
messyhead
Member
|
Member
Joined: Dec 2010
Posts: 1,883
|
maybe stupid question, but not better just pm thealx than waste x days to find solution?After all, answer is a few sentences. Personally I'd rather be able to figure it all out, then I would have a better understanding of it. Perhaps Javelin would be the same. And anyway, thealx hasn't been around for a while, so could wait x days for a reply.
|
|
#4479233 - 06/21/19 08:41 AM
Re: Mi-28 Working Instrument Needles
[Re: messyhead]
|
Joined: Dec 2010
Posts: 1,179
Viper1970
Member
|
Member
Joined: Dec 2010
Posts: 1,179
Bavaria, near Munich
|
Exporting the MFD's to a second monitor is not really very hard. You turn it on in the ini file, and in Windows you have to place the second screen at the upper-right corner of monitor #1. I have a mini widescreen monitor that fits the Cougar F-16 MFD button frames on it on a piece of plexiglass I can take on and off. Positioned right below my main monitor, it works great as a set of MFD's. Was about $60 for the Cougars, $50 for the monitor. I made this in a very similar way in my pit and also used an old flat screen behind my panel, leaving a hole behind the MFD displays. Sadly I never had the time to test the screen exporting with EECH, cause I also wanted to make the pit compatible with BMS, DCS and the FSX. For those sim many solutions exist and I wanted to get this running first, cause I thought this would be much more simple than EECH. After finishing the work at those simulations, I wanted to do the harder work and get EECH also running. Sadly I never got that far.
CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64 ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64 ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
|
|
#4479265 - 06/21/19 02:58 PM
Re: Mi-28 Working Instrument Needles
[Re: messyhead]
|
Joined: Apr 2018
Posts: 300
Javelin
Member
|
Member
Joined: Apr 2018
Posts: 300
Idaho Falls, Idaho USA
|
Hi Viper1970, exporting MFD's in EECH is a piece of cake. Hook up a second monitor, use the ini file settings in the following thread, and you'll be up and running in minutes. Read down through the thread until you find my MFD picture post with all of my settings. http://SimHQ.com/forum/ubbthreads.php/topics/4430043/exporting-mfdsNot all of the helos export an MFD, the Blackshark, Hind, and maybe one or two others don't. I'm fixing it.
Last edited by Javelin; 06/21/19 03:04 PM.
|
|
#4479310 - 06/21/19 06:31 PM
Re: Mi-28 Working Instrument Needles
[Re: messyhead]
|
Joined: Dec 2010
Posts: 1,179
Viper1970
Member
|
Member
Joined: Dec 2010
Posts: 1,179
Bavaria, near Munich
|
Javelin, thank's for this! I will take a look and hopefully could use this information as soon as possible. At the moment the whole pit project looks more like an Apache hit by a SAM As soon as the rest of the new flat is ready, the work at my homepit will start again
CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64 ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64 ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
|
|
#4482685 - 07/13/19 05:59 PM
Re: Mi-28 Working Instrument Needles
[Re: Javelin]
|
Joined: Dec 2010
Posts: 1,883
messyhead
Member
|
Member
Joined: Dec 2010
Posts: 1,883
|
OK, I'm back working on the Mi-28 Havoc Engine Gauges. I have a couple of questions:
The trq_gauge.eeo object is included in the current set of objects in cohokum\3ddata\objects\Mi-28_Havoc_Instruments\ directory, but is it being rendered? Do I need to switch to a new HAVOC_VIRTUAL_COCKPIT_INSTRUMENT_NEEDLES.ees to get it to render? (The one you emailed me perhaps?)
I see TEXTURE_INDEX_HAVOC_TRQ_GAUGE in the textname.h file in your branch, but is it attached to the trq_gauge.eeo object I have in my running version of the game where the trq_gauge.eeo is located? Can I just insert the index name into my textname.h file and run with it or do I need a new trq_gauge.eeo file with the texture attached?
I'm going to try it with the ones you sent me in the email and see what happens.
I don't see any code in the Branch to alter the texture for the engine gauges, did I miss it? trq_gauge.eeo does have a texture called HAVOC_TRQ_GAUGE.bmp in lightwave. I see the Black Strip rendering now. The texture (HAVOC_TRQ_GAUGE.bmp which I edited) does not show up. Does that mean the Object trq_gauge.eeo does not have the texture attached to it? I think the way it works, is that you tell the code which texture to render the MFD onto. So the texture itself won't show as anything, and instead just be the surface that the MFD is drawn onto. At least from memory, that's what I figured out. So I thought the fact that it was black, meant that the code was seeing the texture to draw onto, but not drawing the MFD. If you had the object there without the code, it would show as the textured surface. I also need the object large enough to cover all of the vertical engine gauges, not just the left two. I intend on making the texture transparent and drawing all of the engine gauge bars to the same texture. Is the object something one of you guys could fix for me? Viper maybe? I don't know Lightwave at all. I can resize the object to cover the both gauges and send it to you.
|
|
#4482688 - 07/13/19 06:05 PM
Re: Mi-28 Working Instrument Needles
[Re: Javelin]
|
Joined: Dec 2010
Posts: 1,883
messyhead
Member
|
Member
Joined: Dec 2010
Posts: 1,883
|
Roger. I just have the object there rendering with no support code yet. I know what pieces to add in so I'll start on that. I was testing it to see if the texture was connected.
Put in a texture that's a different color from black, like red or green so you can see it. The texture is 2 different brown strips.
|
|
|
|