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Everything posted by Whiplash
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P-51 Template is not the updated template
Whiplash replied to MK-82_1_EACH's topic in Bugs and Problems
I recently uploaded a bare metal template in this thread if you are interested. The mods still need to review it before the link will work though. One question, how did you get that livery window to popup in model viewer? I have looked all over and can not figure out where it is. -
Edit: If you are getting a corrupt file when you try to unpack this download, try updating your version of winrar. ====================================================== Using the template provided by ED, I modified it to make a bare metal template that could be used as a base for other liveries. The file contains the Photoshop .psd template files with all of the layers I used to make the bare metal livery as well as the .dds files and description.lua file you need to get you started on making your own livaries. I spent a lot of time tweak the spec layer, it may not be perfect but I am pretty happy with its current state which is why I am uploading it for others to use for their liveries. All I ask, if you use this template, please give credit where credit is due. Once the mods have reviewed the file you can download it from the link below: ED User File Download Link
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I unzip the bat file to my root but when I try to run the model viewer that came with the game the status wheel pops up but the .exe fails to run. I get the same error as previously mentioned when I tried to run the stand alone. Any ideas?
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Great video as always Chuck! Looks like it was an exciting time on the server!
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Thanks everyone, I appreciate the positive feedback! The bare metal template could be used for anything really but I haven't got around to making any Pacific/Korea ones yet. I have a back list of a few from the MTO I want to make eventually like Bob Goebel's Flying Dutchman from his book mustang ace. From what I know its all in the Spec layer if you want to make the metal shinny. I haven't played with ultra low video setting too much so I can't really comment on how they effect the spec layer but from what I have experienced its very little. I have spent a lot of time playing around with different contrast of colors with different lighting just to see how they effect the shine of the plane. Their is nothing revolutionary in the spec layer I used for this skin. The base layer are all from the ED template. I enhanced a few as well as created my own layers until I liked the results. If you look at my spec layer you can see that I really only use three different color contrast, Pink, Green, and Black. Pink is the shinny layer, green is smi gloss, and black is flat. I got the best results with these contrast, but you could easily make it light red, yellow, and dark blue or something. From what I have experienced the lighter the color the shinier the skin will be and contrast is essential.
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As Basco pointed out I guess the cowling should have been olive green. The new file should be available at the same link in a little bit once the mods have a chance to review it again.
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Glad you guys like it. Thanks Basco and everyone else for all your positive input. I've uploaded the skin to the user files, once the mods get a chance to screen it, it should be available to download here: 352nd FS, 353rd FG - Arthur C. Cundy's "Alabama Rammer Jammer"
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The point value really have nothing to do with how difficult it is to destroy a target. If the team got 5 point every time a plane goes down the mission would be over very quickly. Right now you can not separate a player being shot down vs. a player leaving the server or a player continuously crashing on the runway. By limiting the point value of a plane going down it balances the system. It may not be perfect but it's given us the best results so far. just consider the number of bridges to be destroyed is far less than the number of planes that will be shot down... We are still discussing how we want to develop the campaign. For now I think our vision is to host a single coop style mission during the weekend. This mission might include a little longer flight time to targets with objects that will require team work. We want to keep the missions basic and they will likely be structured where one team is on the offensive and the other is on the defensive.
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Meet the Dora - Joyride + Radio Station
Whiplash replied to Charly_Owl's topic in DCS: Fw 190 D-9 Dora
Great video Chuck! -
Thanks! I won't say that though lol. Each one of those shots were taken at the best angle. The way the graphics engine renders bare metal at its current state leaves a lot to be desired. What I would do to see these in edge.
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I'm guessing the artist was looking at the same historical picture when they were working on the text. :doh:
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ha ha I am now.
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Thanks, hopefully I can do it justice. I see what you mean by the yellow, I just did a quick google search for it. The text I used is from here. I threw it up on my bare metal template and did some work on the nose during my lunch break. Using some other stuff I have done on my other projects the rest should go pretty fast.
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I really like this one as well. I have been working on a new bare metal template that would be a good base for anyone wanting to make this one. If I get some time I'll see if I can give it my best attempt.
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One way to avoid confusion is to look in the in game module manager, it should list the developer next to each module so you can identify which ones are ED relatively easily by this method.
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The only one to shoot me down in a dora was ole Hatty and he knew from comms that I was alone and had no guns. Of course the rest of the time I was flying with you. Therefore, I have come up with a better solution to all these arguments. "Keep calm and make DavidRed your wingman" Seriously though, it's a whole other game when you get on comms and fly with someone. Doesn't really matter what you are flying against, your best advantage will always be a good wingman. Even if you are getting your butt kicked it's still a good time because misery loves company. It's a win win. :thumbup: With that said, I think the different fuel grade would be an interesting dynamic for mission builders to play with. I can think of other things I would like ED to spend resources on but who am I to direct what they work on. As much as I want to fly a 75in pony I am concerned that would be enough to offset the servers and I would never be able to fly the mustang because there won't be any available since no one in their right mind would want to go up against that beast :D - well except David...
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At this point if I were you, all production and progress would stop and all I would do is play the P-51 on DCS. I hope your will to continue is strong lol, it looks amazing! :thumbup:
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I think I am a little confused by your point. What exactly are you interpreting is off of LN's radar by Cobra's post you reference. The way I read it, they are not going to do aircraft based on their potential market value (AKA most popular) but rather they will do ones they are passionate about. Based on observation of their website, I'd say they are pretty passionate about an F-4 and a WWII PTO. However, it sounds like an F-4 is a little complex and is probably way down the end of some road for them. I wouldn't say it's off their radar based on Cobra's post, and I certainly wouldn't count out the possibility of them making a WWII aircraft either. It seems clear to me that LN has put a lot of thought and effort into the planning for their potential to do both (WWII PTO and F-4). If there is a will there is a way just don't ask them when :) Just my $0.02.
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Ah, ok I understand you now. Not really what I wanted to hear but at least I know. Thanks for the info :thumbup:.
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Thanks for your feedback guys. After playing around with the bort numbers a bit I understand how they work in the mission editor. What I would really like to do is change the location of the bort number on the aircraft. for example I would like to put a bort number location on the nose area of the mustang. I am assuming there is another .lua file somewhere which defines the current locations shown in this picture: Then I also need to understand how to modify the coordinate system of the bort number .dds texture file. For example, the default bort number is a .dds texture with 0-9 and A-Z. where is the code which allows you to type G as the bort number in the mission editor which then places the G from the bort number .dds texture file in one of the bort number boxes shown in the picture above. What I am leading up to is this... I would like to create my own custom .dds bort number texture which contains my squad members nose art so I can call them out in the mission editor. This seem like a lot of extra work to accomplish something that could be easily done but giving everyone their own skin but as it is our group skin pack is exceeding 300 mb and that is just for the mustang. I also seem to be having trouble understanding the order which bort numbers propagate their respective boxes. Here is the code I am using for my test skin description.lua file: I defined the bort number in the mission editor like this: I expected the fin number to be "F" and the last three digits of the serial number to be 969. Instead, I got this result: The digit six on the fin number almost makes sense since "f" is the sixth letter in the alphabet but the others make no sense. my bort number and serial number .dds texture files are pretty much identical to the stock ones. This is all probably more trouble than its worth but if you read through all that and you are interested in what I am trying to do I would greatly appreciate any feedback. My hunch is there is a .lua file somewhere which defines the placement of the skin files and that is the file I need to modify.
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So did anyone tried weird prop vs jet stuff like I did :D
Whiplash replied to WinterH's topic in DCS: P-51D Mustang
Some much awesomeness passes through my head every time I hear that quote. -
So did anyone tried weird prop vs jet stuff like I did :D
Whiplash replied to WinterH's topic in DCS: P-51D Mustang
Ha Ha damn that gat made quick work of the poor P-51. -
Does anyone know the location of the lua file which defines the texture source for the mustang? I'm thinking that would be the best place to start.
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I am hoping to find some help with defining bort numbers for the P-51D. I have been making skins for a while so I know a few basic things like how to make a custom face, pilot texture, or arm patch with the correct alpha layer. What I don't understand is how bort numbers work. I have studied a few of ED's description.lua files so I know it has to do with adding another .dds file with the bort numbers than defining it with some code like this: {"P51D_BORT_NUMBER_FRONT_01", DECAL ,"P51D_bort_number_112 Sqdn",false}; Currently I have to make a separate skin for each member of our group. It would be pretty awesome if I could learn how to manipulate the bort numbers so all I would need to do is make one skin for everyone. This is the kind of manipulation I have in mind: If anyone is familiar with how the bort number works I would greatly appreciate a little help getting started. Thanks in advance, Whiplash