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Urbi

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Everything posted by Urbi

  1. It should be the case that you cannot select these liveries in the game. If you have copied the entries from the description from ED, it will be like this. Change all entries in your description with "specular" to "ROUGHNESS_METALLIC". New trick from ED.
  2. First correct the hull side. The texture exists, you just need to reassign the texture area. That should be the easiest way. Mirroring textures is not good. Creating decals on Args 31 and 32 would of course be good. The standard number textures for Russia can be used. There was also a bump that was used for both sides. You have now deactivated the normals. When activated, the same texture can be assigned to each side. Only 2 textures need to be created. As mentioned, with the same content. Yak_28_fuz_2_normals and Yak28fuz_normals.
  3. Hello Tripod 3 - you can see that you are making a lot of effort to keep improving the quality of the models in the mod. With the removal of the incorrect lighting, everything looks much better. I would be pleased if you would pass on this knowledge of the removal to Hawkeye60 (with at least 2 dozen mods with this error) and walrusw with his An-12. For the Yak-28, the texture Yak_28_fuz_2 is intended for the left side and the texture Yak28fuz for the mirrored side on the right. Now the fuselage part on the left side is mirrored on the right side, which does not allow a livery with a number. You have now made a different assignment of the texture areas.
  4. walrusw A specular with the name of a roughmet is declared. I can't use a roughmet as false because there is no roughmet for the main texture. You should have called this roughmet _spec and then the same texture again _roughmet, then you will see the difference. that is not your roughmet. one I adapted. which I declared as false is not loaded in the game. In the viewer as spec. it is loaded from the texture folder. there is no roughmet specified for a ROUGHNESS_METALLIC. look at the description at Heatblur Simulations. there is no entry for specular and only a single direct assignment for ROUGHNESS_METALLIC.
  5. hello by civorodom. it is simply nothing more than a renaming of the Su-17M4 AI from ED. since the model does not have an Args141, the pilot stays in the plane when using a cockpit like the Su-25. you have to choose a position for the Su-25 cockpit that is higher up, i.e. outside the plane.
  6. hello grim_reaper68 what should I do with the article. First of all there is no roughmet and the texture has no AO either. Simple, as is known from FS2004. Use your wisdom and try the AI from ED. There are enough. Mig-23/27. C-17A, CH-53, CH-47 etc. etc. The above is an example and should only have practical value. Completely sufficient for an AI.
  7. Any texture that is not assigned to a specular can be given a ROUGHNESS_METALLIC by creating a simple orange texture in 512x512 with the appended font _roughmet to the main texture. If specular textures exist, an additional texture _roughmet is then required. In the specific case of the Su-15, the designation for _rg was wrong at the end, since the textures with the designation of an rg in the text are purely specular. In order to use ROUGHNESS_METALLIC or the 13 in the description and to be able to assign this as false, a roughmet must be present. su15_fuz_clear_A is the main texture 1 and su15_hvost_clear is the main texture 2. The corresponding ROUGHNESS_METALLIC are then the names of the textures su15_fuz_clear_A_roughmet and su15_hvost_clear_roughmet. The texture with the _mim extension is then treated in the same way. You can create a separate ROUGHNESS_METALLIC for each texture in the textures folder. A roughmet automatically replaces a specular if a ROUGHNESS_METALLIC is present. As is the case with ED, there are only roughmet textures for the F-16c, but the assignment in the description has a specular assignment with a roughmet texture. Ed should be surprised if she simply leaves out the specular two-part, because the roughmet textures of her main model are only loaded as specular. Users who have created paint jobs for the F-16c use the entry ROUGHNESS_METALLIC instead of Specular in their descriptions. This works because, as mentioned above, there is a roughmet for the main texture, probably with the correct name using the _roughmet suffix.
  8. Why assign a texture to Specular when there is no such texture? If you had left out this assignment, the roughmet you created would have been loaded automatically. A _rougmet is only loaded as secular and not as roughmet.
  9. And also the camo.
  10. so that it is then complete.
  11. You don't have to rely on what came with the model.
  12. "Ghostmaker"and Strikesabre98" it would be good to read properly. I have given a solution to this problem on the previous page since it was caused by me. https://forum.dcs.world/topic/218567-militariy-aircraft-mod/?do=findComment&comment=5396650
  13. It all looks very good, but there are a few bad things. The pilot's model is poorly implemented. The star on the helmet, shown in 3D, is completely superfluous, as only a logo is used for it. The texture is mirrored exactly where the Chinese have put their numbers (rudder).
  14. OK, all beginnings are difficult. Eventually you will get the suspension of the undercarriage Args 1, 4 and 5 and also the nose wheel steering Args 2 right. The Tu-16 and the Tu-22 used brake parachutes. If you cut out the flaps and rudders you will use a separate scene and will have a new light source. When you fix it to the main model this light source will remain. You therefore have to combine the entire model with all the scenes so that you only have one light source before you save it. The error you can see is therefore yours. Are you using Blender? Avoid overlapping textures in your work, even if they are all the same color. This means you are unable to highlight certain details when creating a livery.
  15. I didn't ask about the original model, but wanted to know whether you created the animations for the chassis and the shafts and also the assignment for texture areas yourself.
  16. tripod3 Question: Did you model the 3D models yourself?
  17. It's Hawkeye60's trademark. He makes this mistake in all his edits. I suspected that when he finishes all his work, he doesn't go back to the original light source when converting to edm format.
  18. It is very unfortunate that the model of the Tu-22D was implemented so poorly. In the first image where it can be seen, it still has the original textures. Now it is just wallpaper. It also makes no sense to rename the shapes of the bombs if they stay the same. An entry for the transfer of the CLSID from the Lua of the Tu-16 would be completely sufficient. The 3D work is based on the identification from the images by Hawkeye60, as the same rendering error always occurs. It seems that he uses a different light source to edit the rudders and shafts and then when saving the entire project in EDM format he does not return to the standard light source for the entire object. For you, tripod3. To create a simple roughmet. Take the base texture and create a duplicate of it. Change this to black and white, increase the contrast and adjust the brightness so that lines and edges are still clearly visible. Under this layer, create a color layer with the color purple. Then adjust the duplicate to the color layer with soft light. The details are then scaled from the base layer and copied to a layer that is at the very top of the sequence. On this layer, go to the area next to it with the magic wand and then invert it. Then create a new layer that is again below the details and fill it with orange. Then merge the details again with soft light. (All instructions apply to PS and the use of a native texture). I would be happy to give you a template for the Tu-16. Incidentally, the B-29 Superfortress mod conflicted with your Tu-4K and Tu-16 because the entries contain the same entries.
  19. I haven't written anywhere that I'm rewriting a default or core folder from ED. You can create a folder with the name of the zip, that's something completely different. I carried out this step for the textures in "DCS World OpenBeta\Bazar\World\textures" because this creates the possibility of using non-existent ROUGHNESS_METALLIC as a replacement for the SPECULAR. Especially with all the old AI. These created folders remain even after an update of ED. you should know that SPECULAR will automatically be replaced by ROUGHNESS_METALLIC in the presence of ROUGHNESS_METALLIC. It is then only possible to use other ROUGHNESS_METALLIC in your own liveries as false due to the presence of ROUGHNESS_METALLIC. The best example of this is the B-17G, for which no core ROUGHNESS_METALLIC has been defined to date. The use of textures from my first example for roughmet and normals of all liveries obviously requires a change in the description.lua, where the entries for the affected roughmet and normals are omitted. The textures for this can be deleted in the corresponding folders. With the almost 200 Liveries I have, I get a lot of storage space after deleting them. It works for me and you have your own opinion. be happy with it.
  20. Anyone who doesn't understand what I'm saying should stay away from it. I'm not suggesting a way that doesn't work. There are 3 zips in the texture folder of the F-16C. My suggestion is independent of these and replaces the main textures of the F-16C with the textures stored in the texture folder as true based on the discription.lua entries in the same folder. The IC is not broken. By the way, lee1hy, I did the same thing with your improved textures for the weapons. To do this, I created a folder with the same name as the zip and inserted the textures and the description.lua there. "\Eagle Dynamics\DCS World OpenBeta\Bazar\World\textures" and the created folder "AeroWeapons" Has anyone tried my suggestion above? No original F-16C textures will be overwritten. Mach3DS! I can name the additional textures folder in Liveries\F-16C_50 whatever I want. example: Liveries\F-16C_50\common, as you write in your comment. Due to ED's scanning option, the same name "textures" would be better. If I want to create several options for a roughmet, I just name several of them, for example "texture_1_dark_roughmet" or "texture_1_darker_roughmet". What is crucial is the link to these textures.
  21. Yes, it's possible. You create an additional folder in the Liveries folder. I also call this “textures”. The individual liveries that are supposed to have textures from this folder receive an additional entry in the description.lua that links to these textures. an example for a textures folder: {"xxx", 13, "../textures/yyy_Roughmet", false}, Of course, it is also possible to replace the basic textures of ED. You create a description.lua with the textures that should be replaced as standard. This descrition.lua will then go into the F-16C textures folder. "Eagle Dynamics\DCS World OpenBeta\CoreMods\aircraft\F-16C\Textures" all textures to be swapped also come in this folder. I am giving the contents of the description.lua here in text form, since ED only allows users to insert files for a download when the creator is online. That means I have to be online/logged in so that others can load this file. livery = { {"F16_bl50_FIN_DECAL", DECAL, "F16_AF_91_Decal", true}; {"F16_bl50_FIN_BORT_NUMBER", DECAL, "F16_bort_number", true}; {"F16_bl50_MAT1_BORT_NUMBER_X100", DECAL, "F16_bort_number", true}; {"F16_bl50_MAT1_BORT_NUMBER_DECAL", DECAL, "F16_AF_91_Decal", true}; {"F16_bl50_MAT1_BORT_NUMBER", DECAL, "F16_bort_number", true}; {"F16_bl50_INTAKE_BORT_NUMBER", DECAL, "F16_bort_number", true}; {"F16_bl50_Main_1", ROUGHNESS_METALLIC, "F16_bl50_Main_1_roughmet", true}; {"F16_bl50_Main_2", ROUGHNESS_METALLIC, "f16_bl50_main_2_roughmet", true}; {"F16_bl50_Main_3", ROUGHNESS_METALLIC, "f16_bl50_main_3_roughmet", true}; {"F16_bl50_Kil", ROUGHNESS_METALLIC, "F16_bl50_Kil_roughmet", true}; {"F16_bl50_wing_L", ROUGHNESS_METALLIC, "f16_bl50_wing_l_roughmet", true}; {"F16_bl50_wing_R", ROUGHNESS_METALLIC, "f16_bl50_wing_r_roughmet", true}; {"F16_bl50_Engine", ROUGHNESS_METALLIC, "f16_bl50_engine_roughmet", true}; {"F16_bl50_Wing_Pylon_1", ROUGHNESS_METALLIC, "f16_bl50_wing_pylon_1_roughmet", true}; {"F16_bl50_Wing_Pylon_2", ROUGHNESS_METALLIC, "f16_bl50_wing_pylon_2_roughmet", true}; {"Fuel_Tank_300Gal", ROUGHNESS_METALLIC, "Fuel_Tank_300Gal_RoughMet", true}; {"F_16_Tank_370", ROUGHNESS_METALLIC, "Fuel_Tank_370Gal_diff_RoughMet", true}; {"F16_bl50_FIN_DECAL", ROUGHNESS_METALLIC, "f16_bl50_kil_roughmet", true}; {"F16_bl50_FIN_BORT_NUMBER", ROUGHNESS_METALLIC, "f16_bl50_kil_roughmet", true}; {"F16_bl50_MAT1_BORT_NUMBER_X100", ROUGHNESS_METALLIC, "f16_bl50_main_1_roughmet", true}; {"F16_bl50_MAT1_BORT_NUMBER_DECAL", ROUGHNESS_METALLIC, "f16_bl50_main_1_roughmet", true}; {"F16_bl50_MAT1_BORT_NUMBER", ROUGHNESS_METALLIC, "f16_bl50_main_1_roughmet", true}; {"F16_bl50_INTAKE_BORT_NUMBER", ROUGHNESS_METALLIC, "f16_bl50_main_3_roughmet", true}; {"F16_bl50_Gear", ROUGHNESS_METALLIC, "F16_bl50_Gear_RoughMet", true}; {"F16_bl50_Main_1", 1, "f16_bl50_main_1_normal", true}; {"F16_bl50_Main_2", 1, "f16_bl50_main_2_normal", true}; {"F16_bl50_Main_3", 1, "f16_bl50_main_3_normal", true}; {"F16_bl50_Kil", 1, "f16_bl50_kil_normal", true}; {"F16_bl50_wing_L", 1, "f16_bl50_wing_l_normal", true}; {"F16_bl50_wing_R", 1, "f16_bl50_wing_r_normal", true}; {"F16_bl50_Engine", 1, "f16_bl50_engine_normal", true}; {"F16_bl50_Wing_Pylon_1", 1, "f16_bl50_wing_pylon_1_normal", true}; {"F16_bl50_Wing_Pylon_2", 1, "f16_bl50_wing_pylon_2_normal", true}; {"LAU_129", 1, "LAU_129_NM", true}; {"Fuel_Tank_300Gal", 1, "Fuel_Tank_300Gal_Normal", true}; {"F_16_Tank_370", 1, "Fuel_Tank_370Gal_NM", true}; {"F16_bl50_Tyres", 1, "f16_bl50_tyres_normal", true}; {"F16_bl50_Gear", 1, "F16_bl50_Gear_Normal", true}; {"f16c_cockpit_1", 1, "f16c_cockpit_1_NRM", true}; } Ps. I chose my own for the roughmet, which turned from the darker orange to a lighter orange. For the normal ones, I used the ones from Texas, but toned them down a little so that they didn't look too stiff. (under PS you open this and change the contrast under image corrections by moving the slider to 0 once or twice. For special paintings, which are usually used for the last time shortly before the end of an operating period, they get a new coat of paint for events and Since this is also varnish, a separate roughmet should of course be used for these liveries, especially for the works of art mentioned here.
  22. It was to be expected that the buddies from the artists' association would come together here to discredit lee1hy. I am of the opinion that the templates of all mods models provided by ED are fully sufficient to represent the general use of the paintwork for the purpose of combat missions. ED's mistake was to offer the roughmete textures for the only liveries with the markings for the F-16C. instead of a general one. When painting, you should assume that the aircraft will be used for at least 100 hours of use. The historical period as well as the variant used play a role. 70% of the F-16C liveries created do not correspond to a Block 50/52 and another percentage of them are just special liveries. The roughmetal used by ED was created when creating the model with the commonly used SubstancePainter. This group of artists should take a look at Adobe's explanations of ROUGHNESS/METALLIC so that they know what role they play on the model. I don't need lubricant paint or punched rivets on the aircraft for combat missions, as is offered here by the artists appearing here in the forum. The higher details on the F-16C mentioned here will probably not correspond to the variant offered by ED. On February 14th, Matt Wags made a decision. The entire discussion afterwards goes against this decision. why isn't this forum closed?
  23. Hallo Carlo! Als erstes solltest Du dafür sorgen, das Du Dich bei NVIDIA anmeldest und das Tool "GeForce Experience" installierst. So mit wirst Du immer über den neusten Treiber informiert. Bedenke das die Karte selber ihre eigenen Einstellungen hat. Diese öffnest Du dann im Taskbereich. Nutze auch das Tool "TechPowerUp GPU-Z". Es gibt ein weiteres Tool welches ich empfehle : NVIDIA Inspector 1.9.7.3. mit diesem Tool kannst Du die Einstellungen direkt für die Karte auswählen "Digital Combat Simulator: Black Shark" und diese auch in Overclocking versetzen. Für die Performens ist auch die Einstellung des Bildschirmes und deren Auflösung entscheidend. Auch hier für kannst du einen Treiber finden. Hier für musst Du dann aber bei Microsoft suchen, wie Du einen unsignierten Treiber installierst. Erst danach solltest Du die Einstellungen im DCS selber ändern. Probieren einfach mehrere Sachen. Ich hoffe es ist hilfreich.
  24. Is the BK from Thomas Roehl FS2009
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