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Skypat

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Everything posted by Skypat

  1. UAC is working on file located to "c:\windows..." and "c:\program..." i always install my game (and so Blackshark) on 'c:\mygame...' or 'd:\mygame...' to avoid the UAC problem best regards Skypat
  2. you don't need at all the ED CDDS tool (you need it only for NEW SKIN SLOT) ModMan is inserting the BMP file in an existant CDDS file, (and will uninstall it if you uninstall the mod) it's very simple, i just used ModMan Maker and i added Diveplane's files that's not a problem ;) here is the ModMan7 package for your pleasure http://www.checksix-fr.com/bibliotheque/index.php?Fichier=5723 best regards Skypat
  3. in fact even if you pack a bmp file, ModMan will convert it automatically to DDS format before installing it in CDDS file so don't worry about :) best regards Skypat
  4. interested, love new colors ;) i can make also a ModMan package to simplify installation for users best regards Skypat
  5. it's not automatical... you must modify the mission btw did you UNinstalled the second mod skin (2nd line in your list) ? best regards Skypat
  6. Excellent !!! i made a ModMan package for this mod http://www.checksix-fr.com/bibliotheque/index.php?Fichier=5724
  7. you should read carefully what you try to install when i look at your screenshot, i can see at the bottom left of the screen (grey text zone): "works only with ModMan 7.1.0.5 or newer" you have version 7.0.0.1... btw, your 2nd line in the list is an OLD PACKAGE, you should not use it anymore because it overwrites some very important files shared by all the skin you should read this: http://forums.eagle.ru/showthread.php?t=36690 and this very important part relative to OLD ModMan package (like your 2nd line in your mod list): "ModMan will add automatically the skin entries in the .cfg .skins and .lua files (and will remove it during uninstall) ModMan will also calculate the skin index automatically so don't install anymore some skin mods overwriting ie: ka-50.skins, ka-50.lua , db_countries.lua and config.lua and so on " and this part about ModMan compliant skin files. (skin using new slot) "if there isn't any skin.lma7 file in the ZIP file root folder, it's means it's a BAD/OLD package" best regards Skypat
  8. hello, country and cnt_unit are key identifying some sections in db_countries.lua file color_scheme is a key you must generate for each skin you create. color_name is a a name you give to your skin best regards Skypat
  9. i don't know at this time, i have the same problem on another PC (where my DEV TOOL is not installed) use this online GUID keygen http://www.somacon.com/p113.php
  10. i made a new ModMan7 pack compliant with the new format http://www.checksix-fr.com/bibliotheque/index.php?Fichier=5722 Works only with ModMan 7.1.0.5 beta or newer
  11. Hello, i made a ModMan7 package for your skin ;) http://www.checksix-fr.com/files/modman/ModMan7_Ka-50_Italian_army.zip Works only with ModMan 7.1.0.5 beta or newer best regards Skypat
  12. ModMan 7.1.0.6 available out (see first post) Italian army ModMan7 skin (see first post)
  13. héhé, happy to see that ModMan's hot file restore service is useful ;) i'am interesting by url link to your files to check them and to reproduce your problem:) 1- have you used an UNIQUE GUID key for each file ? 2- have you uninstalled your old pack first ? (very important, maybe it's in fact skin from your old pack) 3- don't open *.lua, *.skins file with a text editor during modman install process because a text editor may lock the file so ModMan will be unable to modify it a bug is always possible !!! no problem, it's a beta ;) but i have tested this part a long time, so the remove process should work fine edit 10:13 am, i just tested again with multiple skins and uninstall process works fine on my side have you got the problem also with only one skin ? (adding then removing) thx in advance for your help and feedback
  14. when your package is done, click on "ZIP PACKAGE', not on 'NEW PACKAGE' NEW PACKAGE reset the window in order to make another package. don't forget to choose also your relative install folder before clicking on 'ADD TO PACKAGE' look at my modman7 skin sample, it will help you the key generator is on the main menu (click on the top right arrow) it seems that the modman.ini you use is not the modman.ini installed by 7.1.0.5 (that's why you don't have the skin.lma7 option) i'am sure you are using an old modman.ini because your windows title are named "DCS : Black shark" it should be "DCS : series" have you changed your modman.ini ? and so why ? here are good game1 entries in modman.ini MISC_CAT3 value is very important please use these entries (installed by 7.1.0.5) [game1] GAME_NAME = DCS series GAME_ID = dcs GAME_REGKEY = GAME_REGKEY_PATH = Path GAME_EXE = bin\stable\launcher.exe GAME_EXE_OPTION = -console GAME_EXE_MP = bin\stable\DCS.exe GAME_EXE_MP_OPTION = -net gui GAME_TEXTURETEMP_PATH = Bazar\TempTextures\ APP_MISC_FEATURE = MISC_CAT3 APP_CATALOG_EXTENSION = .CDDS APP_INI_MANAGEMENT = 0 APP_FILE_MANAGEMENT = 1 APP_CFG_MANAGEMENT = 1 APP_ADDON_DB = addon.lma3 APP_ADDON_URL = APP_CATEGORIE = required\CAT_dcs.txt
  15. in fact, i'am not sure at all that KA-50-BLADE.skins is used by DCS because the entries are the same as KA-50.skins file some KA-50.skins entries skin { value = 2.2; material = {"KA-50-lamp", "Standart", "KA-50-PAINT23-DEF-02.bmp"}; material = {"KA-50-PAINT1", "Standart", "KA-50-PAINT23-DEF-01.bmp"}; material = {"KA-50-PAINT1_M", "Standart", "KA-50-PAINT23-DEF-01.bmp"}; material = {"KA-50-PAINT2", "Standart", "KA-50-PAINT23-DEF-02.bmp"}; material = {"KA-50-PAINT3", "Standart", "KA-50-PAINT23-DEF-03.bmp"}; material = {"KA-50-PAINT4", "Standart", "KA-50-PAINT23-DEF-04.bmp"}; material = {"KA-50-PAINT5", "Standart", "KA-50-PAINT23-DEF-05.bmp"}; material = {"KA-50-PAINT6", "Standart", "KA-50-PAINT23-DEF-06.bmp"}; material = {"KA-50-Vtulka_met", "Standart", "KA-50-PAINT23-DEF-02.bmp"}; material = {"SOPLA_KA-50-PAINT3", "Standart", "KA-50-PAINT23-DEF-03.bmp"}; material = {"KA-50-gear-rubber", "Standart", "KA-50-PAINT23-DEF-05.bmp"}; material = {"KA-50_ST-rm_paint1", "Standart", "Ka-50_St_Paint23.bmp"}; material = {"KA-50_Lifting_rotor_mast", "Standart", "KA-50-LRM-23.bmp"}; material = {"KA-50_LRM_Part", "Standart", "KA-50-LRMpart-23.bmp"}; material = {"KA-50_LRM-CENTRE", "Standart", "KA-50-LRM_centre-23.bmp"}; material = {"KA-50-LRM_B", "Standart", "KA-50-LRM_B-23.bmp"}; material = {"KA-50_BORT_NUMBERs", "Standart", "KA-50_Numbers23.tga"}; material = {"KA-50_Turkey_Numbers", "Standart", "empty.tga"}; } some KA-50-BLADE.skins entries skin { value = 2.2; material = {"KA-50-lamp", "Standart", "KA-50-PAINT23-DEF-02.bmp"}; material = {"KA-50-PAINT1", "Standart", "KA-50-PAINT23-DEF-01.bmp"}; material = {"KA-50-PAINT1_M", "Standart", "KA-50-PAINT23-DEF-01.bmp"}; material = {"KA-50-PAINT2", "Standart", "KA-50-PAINT23-DEF-02.bmp"}; material = {"KA-50-PAINT3", "Standart", "KA-50-PAINT23-DEF-03.bmp"}; material = {"KA-50-PAINT4", "Standart", "KA-50-PAINT23-DEF-04.bmp"}; material = {"KA-50-PAINT5", "Standart", "KA-50-PAINT23-DEF-05.bmp"}; material = {"KA-50-PAINT6", "Standart", "KA-50-PAINT23-DEF-06.bmp"}; material = {"KA-50-Vtulka_met", "Standart", "KA-50-PAINT23-DEF-02.bmp"}; material = {"SOPLA_KA-50-PAINT3", "Standart", "KA-50-PAINT23-DEF-03.bmp"}; material = {"KA-50-gear-rubber", "Standart", "KA-50-PAINT23-DEF-05.bmp"}; material = {"KA-50_ST-rm_paint1", "Standart", "Ka-50_St_Paint23.bmp"}; material = {"KA-50_Lifting_rotor_mast", "Standart", "KA-50-LRM-23.bmp"}; material = {"KA-50_LRM_Part", "Standart", "KA-50-LRMpart-23.bmp"}; material = {"KA-50_LRM-CENTRE", "Standart", "KA-50-LRM_centre-23.bmp"}; material = {"KA-50-LRM_B", "Standart", "KA-50-LRM_B-23.bmp"}; material = {"KA-50_BORT_NUMBERs", "Standart", "KA-50_Numbers23.tga"}; material = {"KA-50_Turkey_Numbers", "Standart", "empty.tga"}; } this is the same also for KA-50-TAIL.skins and KA-50-NOSE.skins KA-50.skins is doing all the job actually best regards Skypat
  16. you are right and 'not right' ;) the skin from VikVaughan is using only KA-50.skins file each .skins file is an object some planes/helicopter are using a main .skins files and some additionnals files (like your example) some others are using only a main .skins files actually, skinners modify only ka-50.skins file but you example can work also you must package 6 ZIP files (one for each 'object') HUAF-SKINS.zip HUAF-SKINS-BLADE.zip HUAF-SKINS-NOSE.zip HUAF-SKINS-TAIL.zip HUAF-SKINS-WING-L.zip HUAF-SKINS-WING-R.zip each ZIP file must have its own skin.lma7 file ( don't forget to set the good ARGUMENT value and also others variables values) each ZIP file is a ModMan mod and for the pilot skin, you create a last MOD file: HUAF-SKINS-PILOT.zip and you use ARGUMENT = 27 in skin.lma7 so users in ModMan manager window will install these 7 ZIP files but like i said, most skins out actually only use Ka-50.skins file (which is skinning all the helicopter including wings/nose) hope it's clear with my poor english i can enhance it in some future version, not a problem ;) but actually, it works this way ;)
  17. sorry i can't edit the title of the other thread to tell you it's available please read here: http://forums.eagle.ru/showthread.php?t=36690
  18. ModMan 7.1.0.5 beta is available see my first post for links Skin artists, please read instructions in first post hope you will enjoy ;) the easy way (aka user friendly) to add new skin slot is now available for users
  19. i have a good news ! it's finished, a beta exe will be soon available ;)
  20. ModMan 7 is available and introduce the possibility to add a new skin slot automatically ! the easy way (aka user friendly) to add new skin slot is now available for users Skin artist you have only two things to do 1- making(use ED tools) the .CDDS file and packing it in the modman ZIP package 2- Making a skin.lma7 text file and packing it in the modman package To pack it, you must use the new button in the Mod Maker windows asking you for a skin.lma7 file ONLY ONE skin in a ZIP/RAR file Here is a skin.lma7 example (same as included in the skin sample) [skin] file = Bazar\World\Shapes\KA-50.skins argument = 70 otherfile1 = Bazar\World\Shapes\KA-50-BLADE.skins otherfile2 = Bazar\World\Shapes\KA-50-NOSE.skins otherfile3 = Bazar\World\Shapes\KA-50-TAIL.skins otherfile4 = Bazar\World\Shapes\KA-50-WING-L.skins otherfile5 = Bazar\World\Shapes\KA-50-WING-R.skins l1 = material = {"KA-50-lamp", "Standart", "KA-50-PAINT24-DEF-02.bmp"}; l2 = material = {"KA-50-PAINT1", "Standart", "KA-50-PAINT24-DEF-01.bmp"}; l3 = material = {"KA-50-PAINT1_M", "Standart", "KA-50-PAINT24-DEF-01.bmp"}; l4 = material = {"KA-50-PAINT2", "Standart", "KA-50-PAINT24-DEF-02.bmp"}; l5 = material = {"KA-50-PAINT3", "Standart", "KA-50-PAINT2-DEF-03.bmp"}; l6 = material = {"KA-50-PAINT4", "Standart", "KA-50-PAINT24-DEF-04.bmp"}; l7 = material = {"KA-50-PAINT5", "Standart", "KA-50-PAINT24-DEF-05.bmp"}; l8 = material = {"KA-50-PAINT6", "Standart", "KA-50-PAINT24-DEF-06.bmp"}; l9 = material = {"KA-50-Vtulka_met", "Standart", "KA-50-PAINT24-DEF-02.bmp"}; l10 = material = {"SOPLA_KA-50-PAINT3", "Standart", "KA-50-PAINT2-DEF-03.bmp"}; l11 = material = {"KA-50-gear-rubber", "Standart", "KA-50-PAINT24-DEF-05.bmp"}; l12 = material = {"KA-50_ST-rm_paint1", "Standart", "Ka-50_St_Paint2.bmp"}; l13 = material = {"KA-50_Lifting_rotor_mast", "Standart", "KA-50-LRM-24.bmp"}; l14 = material = {"KA-50_LRM_Part", "Standart", "KA-50-LRMpart-24.bmp"}; l15 = material = {"KA-50_LRM-CENTRE", "Standart", "KA-50-LRM_centre-24.bmp"}; l16 = material = {"KA-50-LRM_B", "Standart", "KA-50-LRM_B-24.bmp"}; l17 = material = {"KA-50_BORT_NUMBERs", "Standart", "empty.tga"}; l18 = material = {"KA-50_Turkey_Numbers", "Standart", "TactNumbers-USAF-black.tga"}; [color_scheme] country = {B2A43A73-E650-49B0-98B9-F67A53DA95FD} cnt_unit = {3457BB1E-523F-4C24-BBEA-58D028623F05} color_scheme = {3448843E-09C4-4DF3-8A7A-2707AE267519} color_name = ModMan7 test sample - Digital camo file = Scripts\Database\helicopters\Ka-50.lua file is the path to the main aircraft .skins file Argument is a key identifying skin list in a .skins file (ie : Ka-50.skins file) otherfile# (# is number) is the path to the alternate .skins file used for aircraft damage. country and cnt_unit are key identifying some sections in db_countries.lua file color_scheme is a key you must generate for each skin you create. color_name is a a name you give to your skin note that it's working also for other planes and helicopters ! just set the 'file = ' values (and others useful values) a GUID key generator is available in the modman Option window but you can use any GUID key generator utility. !!!! the KEY GENERATOR IS NOT WORKING AT ALL on some PC !!! so use this ONLINE key generator: http://www.somacon.com/p113.php this key is used for this line in skin.lma7 file : color_scheme = {3448843E-09C4-4DF3-8A7A-2707AE267519} (replace with you own GUID key) each skin must have an UNIQUE GUID key, so you MUST generate your own GUID key ModMan will add automatically the skin entries in the .cfg .skins and .lua files (and will remove it during uninstall) ModMan will also calculate the skin index automatically for users, you will have only to install or uninstall the skin mod You can now add all the upcoming skins from artists as new skin slot (if they package it in the good way) Don't install anymore skin mods overwriting ie: ka-50.skins, ka-50.lua , db_countries.lua and config.lua and so on. Wait for a an updated package using SKIN.LMA7 feature package. (you may contact your beloved skin artist) you can download ModMan 7.1.1.0 here http://www.checksix-fr.com/bibliotheque/index.php?Fichier=5767 7.1.1.0 ------- - When adding a Ka-50 skin, entries from skin.lma7 will be also added automatically to the KA-50 *.skins damage file for other aircraft you need to specify the filelist in skin.lma7 file (see DCS_new_skin_slot.doc documentation) - DCS_new_skin_slot.doc documentation updated 7.1.0.9 (hotfix) ------- - When adding a skin with index number even (ie: 2.0, 3.0) , the skin will be now added properly 7.1.0.8 (hotfix) ------- - Fix an obvious bug in file management system about some hang during mod scan/install process (ie: for 'A-10-1.0.zip' lockon mod from simmod) you can download ModMan7 skin sample here (it's a VikVaughan's skin) http://www.checksix-fr.com/files/modman/ModMan7_skin_sample.zip Others ModMan7 skins compliant with new format Italian Army by Ciniko http://www.checksix-fr.com/files/modman/ModMan7_Ka-50_Italian_army.zip download mirrors are allowed, don't ask for ;) best regards Skypat ps: this is working only for DCS products, not for lockon
  21. in fact you can ;) put all your files in a new "mynewtextures.cdds" file (use ED tool to do it) then in your graphics.cfg file, just add: highFolder = ".\\Bazar\\TempTextures\\"; common = ".\\Bazar\\Terrain\\Surface\\mynewtextures.cdds"; common = ".\\Bazar\\Terrain\\Surface\\LandTexturesBMP.cdds"; common = ".\\Bazar\\Terrain\\Surface\\LandTexturesTGA.cdds"; like your cdds file is the first in the list, lockon will look at your .cdds file before going to others cdds files ;) if you make a .cdds file, i can make a modman package which will install your mod automatically and will add also automatically the .cfg entries for users best regards Skypat
  22. no you can't will add an option to turn this message off in next version
  23. if you are on vista and your game is installed in c:\program files launch Modman with administrator rights because Vista protect the "program files" folder without administrator rights, it can't modify config.cfg file. (in fact even with admin right, i'am not sure it will work, not tested) best way is to install BS somewhere else like c:\bs (i personnaly do that) if you are on XP, i need a link to your package to test it and find what is wrong
  24. edited, nothing to say A+
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