Jump to content

Urbi

Members
  • Posts

    726
  • Joined

  • Last visited

Community Answers

  1. Urbi's post in No Textures on Static Model in DCS was marked as the answer   
    It's not fundamentally the program used to create a model, but rather the application of texture assignment: Diffuse, Normals, Specular, and Roughmet. These are the main textures for a model's exterior appearance. DCS uses these terminologies. Other simulators use different ones, such as Alberto for the diffuse texture. The diffuse texture is always the base texture and should retain its clear name. In your example (satellite_bottom; satellite_middle; satellite_top), the name for FARB, since it also exists in ED, should have the suffix satellite, i.e., satellite_farp. All assigned layers on the model are then created from these names. For NORMALS, "_normal," for SPECULAR, "_spec," and for ROUGHNESS_METALLIC, "_roughmet." Your description could then look like this:
    livery = {
    {"satellite_farp", DIFFUSE, "satellite_farp", false};
    {"satellite_farp", NORMAL_MAP , "satellite_farp_normal", false}; 
    {"satellite_farp", SPECULAR , "satellite_farp_spec", false}; 
    {"satellite_bottom", DIFFUSE , "satellite_bottom", false}; 
    {"satellite_bottom", NORMAL_MAP , "satellite_bottom_normal", false}; 
    {"satellite_bottom", SPECULAR , "satellite_bottom_spec", false}; 
    {"satellite_middle", DIFFUSE , "satellite_middle", false}; 
    {"satellite_middle", NORMAL_MAP , "satellite_middle_normal", false}; 
    {"satellite_middle", SPECULAR , "satellite_middle_spec", false};
    {"satellite_top", DIFFUSE , "satellite_top", false};
    {"satellite_top", NORMAL_MAP , "satellite_top_normal", false};
    {"satellite_top", SPECULAR , "satellite_top_spec", false};
    }
    A specular is automatically replaced by a created roughmet texture with the addition of the diffuse roughmet. So, if you have a roughmet, the entry for the specular is no longer necessary. (specifically, "satellite_bottom_roughmet") I replaced your textures and created a fictitious 03, since it doesn't exist. The pixel resolution of 8192x8192 is not necessary for this project.
    https://e.pcloud.link/publink/show?code=XZxtq6ZQdlUXg5nkiStHF5lNEFu8VnTUk4y

  2. Urbi's post in Cold War assets mod v 1.2 was marked as the answer   
    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.
×
×
  • Create New...