But this is only test version I think for check working lamps. messyhead not release changed position version?,dont know. and even if, nothing has been changed in the cockpit, messyhead has to say if it's possible;)
great work! Thank's for adding the missing switches. I also want to do this, but sadly have not much time at the moment.
For the point of view thing, I mean messyhead has also changed the view in his the lamp-test version, but I had no time to test it yet.
If you want a more yellow HUD-lens, you have to change the texture of the lens it self. It's in the k50_cockpit_2.tga. Just use a graphic-program and cut the HUD-lens part out, this makes it easier for adjusting the color. Most graphics-software have an option to adjust brightness, color-tone etc. After editing just copy and paste again to the k50_cockpit_2.tga. I only used the lens it self for the UV-map, not the frame arround.
The bmp-files aren't really used. I don't know why they are exist in many cockpits and so I also always made a bmp as backup, too. Maybe we could ask messyhead if the bmp's have any other use and if not we can delete them.
@bunik
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And one more thing - about Comanche The glass of the left window of the pilot and the gunner has not a flat shape, but several polygons.
To fix this you have to select all polygons of the window glass of the bugged windows and merge the polygons to one polygon. But be careful, this is only possible if the angles of the seperate polys aren't too different. If the difference is to big LW want merge them. For this case you have to flaten them before, but this could also have an impact to the whole fuselage!
To fix this you have to select all polygons of the window glass of the bugged windows and merge the polygons to one polygon. But be careful, this is only possible if the angles of the seperate polys aren't too different. If the difference is to big LW want merge them. For this case you have to flaten them before, but this could also have an impact to the whole fuselage!
thanks for the help, but I don’t know how to work with it!)
I'll combine the switches into the version I'm working on, and once the lamps are working, I'll create a release with all that in it. I'll correct the lens, pilot position, and the pedal and collective positions.
So don't worry too much just now about these things. It's all a work in progress.
Viper curiosity old monitor mfd has ~8 polys.( i mean hokum kockpit mfd shkval ) You did 1 polygon mfd shape without any edges. How you do that? Because if you create from scratch mfd shape this not work in game, mfd not work. old mfd surface you reduced the edges, and flattened the surfaces? or another way?
Ok after long debate with myself i think you enlarge old mfd and extrude boolean new shape RIGHT???
The key to making a new MFD functional is to name the MFD Object in the scene (the one you want to use for the MFD screen) the same as one of the MFD's in an existing helicopter. I don't know why we can't seem to create one from scratch. I've tried a dozen things, this is the only one that works. You could still use a 3D frame, it just can't be the same Object that makes up the screen.
I've been trying to fix the collective lever in the KA50. It was using the one from the Hokum, but it was in the wrong position. The trouble is, if I move it, then it adds that movement to the animation. I tried removing it completely, and adding a new object, and adding animation to rotate the arm up and down. But in game, it moves a tiny amount, not as much as in the scene.
Has anyone done anything with animation, and could explain how to get it working?
I looked at how the Hokum and Viper are animated, and in the scene it uses something called graph editor, which I've figured out is a way to control the movement. I'm going to have to learn this now, as when I try to convert the scene, I get errors about key frames I've never seen before.
The key to making a new MFD functional is to name the MFD Object in the scene (the one you want to use for the MFD screen) the same as one of the MFD's in an existing helicopter. I don't know why we can't seem to create one from scratch. I've tried a dozen things, this is the only one that works. You could still use a 3D frame, it just can't be the same Object that makes up the screen.
I've just been having a read of the wiki about scenes. I might try out some of the tips in here later and see if it solves some issues I've been having.
I managed to work out the animation, and got the collective lever working.
For info, if you're using the Graph Editor in Layout, then you need to set the curve to Linear, and not TCB or else it looks for extra parameters, and I don't know what they should be. Linear seems simplest. Each key frame can have its own curve option. So although the wiki says TCB is allowed, I couldn't figure how it works.
On the plus side, I might now be able to figure out how to animate the door opening and closing.
I've been working on the lamps. It took a while to remember how to get them working, but I've now got the gear and rotor rpm lamps done.
I got distracted with trying to animate the gear lever, which I need to spend time working out, so it's not animated yet. I might try and bring across thealx's work on the clickable cockpits, as he made some simple way to animate things, like levers and switches, without having to enable clickable cockpits.
(ignore the stutter in the video. I had too many things open)
messyhead why you not combine your Updated KA50 Cockpit with Javelin flir view?now it is not known what to install, and in what order to have both
I found 2 bugs i think screen 1 when you switch to widescreen and change seat position to up, there is no visible hud.it is normal? probably in the older version hud was more visible.
and screen 2 in the middle of the hud there are darker letters, on the edges you can see brighter. now hud is much darker than before