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Urbi

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. 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.
  7. Is the BK from Thomas Roehl FS2009
  8. Currenthill had offered their own solution, so I removed mine. Trying makes you smart. Try it again. the contents of the rar come to Weapons/Loadouts. overwrite files. https://www.dropbox.com/scl/fi/semtayxjczhcybn7id6i1/Loadouts.rar?rlkey=28atrpiosr3vf8uips6eyqzmk&dl=0
  9. This is not an improvement with Update 1.2. There is no assignment for the Eyes texture. As a result, the faces have no eyes. If the glass texture had been given the name "Sk60_glass" the problem as shown in the pictures above would not have happened. There are around 15 textures with the same name “glass” in the tech folder, with several ship mods available. Both cockpit models and the main model have the same assignment "CANOPY GLASS", which means that ED's glass.hlsl influences the texture. The transparent area corresponds to only 10% of the setting range from fully transparent to no longer transparent of the alpha channel. So at black 0 it is fully transparent and at 15 of 255 it is no longer transparent. The transparency settings for the cockpit glass of the flight model are better, so that you could create a colored glass if the assignment did not have the same name and therefore the same texture was loaded. Proposal to change cockpit "CANOPY GLASS COCKPIT" and flight model "COCKPIT GLASS". Since the other glasses in the cockpit are also affected by ED's HLSL, I would assign these areas to the COCKPIT GLASS. And please, on a texture of 4096x4096 there is enough space so that the areas do not have to overlap, as is the case now.
  10. Thanks for your answer Iron Mike. I still have until next month. You should know what it means to report a dispute with PayPal. 6 months waiting time is not acceptable. Then you shouldn't have paid in advance. I have the right to go this route. So you will have to justify yourself and I will receive at least one answer for the non-fulfillment of the purchase contract, which you are withholding from the users here.
  11. Anyone can read on the Internet what advance payment means. I have exactly the same opinion as the majority of users who find the long waiting time unbearable. Since I paid with PayPal, buyer protection will be lost in the near future. I will report the incident as non-received goods and cancel the purchase contract and demand my money back. thank you Heatblur Simulations for this monetary policy.
  12. The following entries in Tu-95MSM.lua solve the problem: { { CLSID = "{Tu95MSM_Kh101}", attach_point_position = {0.00, -0.18, 0.0}}, { CLSID = "{CH_Kh555}", attach_point_position = {0.00, -0.18, 0.0}}, { CLSID = "{BADAF2DE-68B5-472A-8AAC-35BAEFF6B4A1}", attach_point_position = {0.00, -0.18, 0.0}},--Kh_65__AS_15B_Kent }
  13. PSD kit helmet and pilot. Professionals create masks safely. But I did it for myself. Anyone who wants can experiment with it. https://www.dropbox.com/scl/fi/mp5i24im9y09nqseyr28n/template-Helmet-F-18.rar?rlkey=9n8g8qkj09do79azt7pk7ro7l&dl=0
  14. Correction texture Fixed the textures of the liveries and the textures in the texture folder. https://www.dropbox.com/scl/fi/z9m6i1htqb3oattv6vijk/Northrop-Grumman-EA-6B-Prowler.rar?rlkey=br2c4kxb21md2f53h53vtfz14&dl=0 The two folders from the zip are in Saved Games\DCS.openbeta\Mods\Aircraft\Northrop Grumman EA-6B Prowler copy and overwrite.
  15. Correction of textures Corrections of the incorrect textures in the Liveries A-400M and Osprey and the associated textures in the Texture folder. https://www.dropbox.com/scl/fi/twixud8co0oova8lcodyz/Military-Aircraft-Mod.rar?rlkey=2k3eex99v11vxvxtom1vgibs9&dl=0 The two folders from the zip are in Saved Games\DCS.openbeta\Mods\Aircraft\Military Aircraft Mod copy and overwrite.
  16. Fixed textures Fixed texture errors in the liveries and in the texture folder. The Liveries folder contains all the Liveries that I have. https://www.dropbox.com/scl/fi/d61vgt32yjg95k0916w22/a-29b.rar?rlkey=ufm51jvh7ggbm9cdhrysr1uui&dl=0 the two folders from the zip Saved Games\DCS.openbeta\Mods\Aircraft\a-29b copy.
  17. The problem I described for the A-29B applies to all textures I created or improved 3 years ago. Including the A-400 and the Osprey. This affects not only the diffuse but also normal and roughmetre textures. The solution is to simply open it with PS and then save it again. That's all.
  18. Hello Rudel_chw! I won't be understood. The error only occurred with my edited textures. The affected textures are opened with PS without editing and saved again under "Save file as" with the selection dds. Nothing more is necessary. The normals I changed in the texture folder are also corrupted.
  19. I would like to point out again that Rudel_chw's claim about the alpha channel is false. All textures I created are affected. It is a compression error that occurred when saving to dds. A 4096x4096 texture has a size of 85 Mb, but only needs to be 21.3 Mb. Xeno426's confirmation is just a false conclusion, because as soon as the texture is opened by a photo editing program, the compression error disappears immediately when it is saved again.
  20. Hello folks ! I find the whole discussion inappropriate. The simulation of the damage to the model is realized via the damage model. This is as unrealistic as it can be. With the destruction of the nose wheel steering by ED just to make it easier to find the line to the Kattapult on the carrier, the model only has a fixed reference point to the ground. This is the value Maingear in the model lua for the damage model. It's the left side. Why isn't there this value for both sides? If the calculations of the two points nosegear and maingear for the load during landing (old) were divided (calculation on the model side), everything is now placed on the left maingear. In the pictures the left main landing gear is affected because the right side does not have a fixed point on the ground. The chassis on the right side is only simulated synchronously.
  21. Hello lee1hy! You are using specular textures in your package for the AIM-9P and AIM-9P5, which makes absolutely no sense since ED has Roughmet textures in its zip for these models. these are automatically replaced with Specular. Even an entry as false will not display your texture. The roughmet is loaded from the zip. There is a way to load your textures as standard in exchange for the originals without breaking the IC and having to create false entries in the desciption.lua.
  22. I have to agree with you. You should always use dds. save these in BC7 and with MipMaps. Furthermore, you should make sure that the use of terms (.dds; .png, etc.) is no longer allowed in the description.lua. A key reason is also when using textures that have a different aspect ratio, as they often have a rectangular shape. It should be the width that corresponds to the standard in pixel size (512-1024-2048-4096 and also 8192), so that no black textures emerge. you simply change the width when the height is automatically changed. The errors in my textures were caused by incorrect compression, which I believe had to do with the release of the F-14, as their textures were saved with the Intel tool, which could not be opened with PS. You can easily fix this error by opening these textures with an image editing program and then simply saving them again. NetPaint also supports pixel sizes of 8192x8192. When saving vo bmp; jpg and png no MipMaps are created. This should also be taken into account.
  23. The Tu-95MSM BKC all have the RuAF star. For the Tu-160M2, all BKCs except the newly manufactured and technically overhauled ones have the RuAF star. Red Star : (BKC 02 RF-94102 ВАСИЛИЙ РЕШЕТНИКОВ; BKC 06 RF-94105 ИЛЬЯ МУРОМЕЦ; BKC 07 RF-94106 АЛЕХАНДЕР МОЛОДЦИЙ; BKC 20; BKC 21 RF-66017 ВАЛЕНТИНА ТЕРЕШКОВА and BKC 22 МИНТИМЕР ШАЙМИЕВ)
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