

Jace11
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Posts posted by Jace11
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It reproduces for me as well in hotfix 2 of 2.5.
Can you point me to where the files are (couldn't find them in the install dir) and how did you change their type? (Just change the extension to DXT1?)
Also, is there a way to open an official ticket for it?
The files are located in P-51D.zip which is located in \Eagle Dynamics\DCS World OpenBeta\Bazar\World\textures
You need to open them with the nVidia dds plugin in Photoshop or GIMP then save them as DXT1, but make sure the format option is set to 2D textures (this should be the default).
There are a couple of ways to replace the broken textures, one is by placing the new ones into the original zip, but I suggest you make a folder \Eagle Dynamics\DCS World OpenBeta\Bazar\World\textures with the same file name as the zip...
so...
\Eagle Dynamics\DCS World OpenBeta\Bazar\World\textures\P-51D
and place them in there, this will override the zip for these two textures only.
But it sounds like you havent done this before so I zipped the two textures and attached them to this post. Do not copy this zip file to \Eagle Dynamics\DCS World OpenBeta\Bazar\World\textures - it will overwrite the original, extract it first then copy the resulting folder to there instead so you have a folder called P-51D in World/textures with the two damage textures in there.
When finished you can check in modelviewer or in game thats it's working. The damage textures should look like this....:
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Just a note, there is bug caused by the damage textures for the P-51 being in the wrong .dds format.
P51D_damage_main.dds and P51D_damage_main_2.dds have been saved as volume textures (this is normally used for damage_maps only).
This results in bullet holes etc being black. I opened them and re-saved as a DXT1 2D textures and this fixes the issue.
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I've made some helmet skins for F-5 pilots,
I saw some attempts to map a star onto the F-5 pilot helmet for Aggressors, but they were a little crooked. So I mapped the texture to worked out the correct shape.
I use the white helmets on F-5E-3 aggressor style skins, and the grey one on F-15 aggressors. But they are interchangable actually so mix and match as you please.
The textures lack mip-maps, this is deliberate because the centre of the helmet
will have a grey line if mip-maps are used (due to that part of the helmet being on the edge of the texture).
Unfortunately, because its just the helmet texture, it will require you to edit the description.lua to use them but I've included some instructions on how to do it in the accompanying read-me.
I've uploaded them to the user files area, they should be approved today or tomorrow.
https://www.digitalcombatsimulator.com/en/files/3105433/
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I tried changing the dates a few times and didn't get the same results. Some dates in 2015 and 2016 still had white clouds, however some did not, the clouds were fine. Maybe it coincides with moon illumination or certain sun angles below the horizon.
Also I think you can fix the flashing lights seen above overcast clouds by picking these same "good" dates - so it may all be linked to moon or sun illuminating. Im currently looking for a hotfix but Im not sure where to look, shaders or luas
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This bug completely ruins dogfights for me. All AI spamming missiles at targets behind them. Combine that with the SAM's spamming their missiles at you through terrain, and tracking you through terrain. Really poor QA, and its in the """"stable""" version too. It's hilarious to watch, and sad to think we could be waiting months for a fix. Supposed to be leading combat flight sim, but these kind of bugs make that a joke. But cheerup... Hornet hype...2.5 soon lol.
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That looks like the entries I was seeing with illumination rockets CTD.
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It happens with the A-10C's M257's and the Ka-50's S-8OM rockets also. Seems like a bad script or something in the weapons table to convert from rocket to illum - bomb. Normal illumination bombs form SUU pods seem ok, its just the rockets.
BUT ITS AN AUTO CTD!!! Let's hope they get around to fixing it, you could probably crash a server or two if unaware.
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Hi, does anyone know what the reference AV8B_WV refers to in the skin description.lua It calls the AV8B_T4 texture (nozzles and engine parts etc) but T4's diffuse layer is already called by AV8B4, its not ROUGHMET and its not a Spec. I think it involves the alpha layer of the T4 (nozzles section) which contains some info for the rear nozzles as an alpha. I wondered whether this was for the future implementation of new FLIR rendering (cause its hot right), something to do with the overheat "red nozzle" effect or something else?
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http://www.mediafire.com/file/zco703q0ilucvyi/RAF_Decals.zip
Maybe useful for some of you making RAF skins, a small set of decals in .psd I had to make for my skins,
includes:
That Weird exhaust/blast warning on the top of the harrier between the wings
Danger Explosive Release (for Pylons)
RAF style NO STEP (basically a bootprint with an X)
Some mission markings (GBU + F-15)
A shark mouth and eye like those seen on some RAF GR7s on active duty.
You'll have to fit them yourselves, but you can recolour, rescale etc more easily in this format.
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Regarding the VRAM limit...
Watching my RCTRL+Pause (detailed version), the game doesn't seem to ever unload anything. This means if you view a plane from one of the newer modules in the encyclopedia or mission editor, maybe open a few skins... voila thats a gig or two of RAM down the drain... even if you dont include it in the mission, you can start a mission without those units and the game never reclaims that RAM. NTTR seems to load a ton of stuff and its terrain works differently. Caucausus uses alot of repeated elements overlayed on some low-res base textures, NTTR (and probably the other new maps too) seem to use more unique textures, and they never seem to get unloaded again. So for lower memory systems its a pain. NTTR also seem to have a mass of clip maps, its clipmap folder being 26GB, how these are used I don't know. I would hope the lower option settings would have some bearing on them but I can't say for certain.
Combine these with the drive to 4K textures for everything and you soon reach your systems limit. eg. I don't see why we need a 4K texture for the welldeck of the Tarawa... its just white when you look at it. There is no real effort to optimize and the engine is continually bloating.
Edit- I will add, its a difficult thing to do though, Im sure they don't want only people with high end systems to play the new maps and modules but they also want to keep pushing the limits of new tech and performance.
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Jace, any chance you could add the bomb marks and do the sharkmouth of the second harrier as shown in this picture...
Edit:
Just realised your sharkmouth is different from the above, any chance you could do both of the above?
Well it was a different aircraft I was basing it on, and moving the mouth is a pain, any further forward and I have to start merging and compressing as the nose cone is a different surface at right angles and conical. I had a go and couldn't get it looking right - I've never been any good at that. However, I have shrunk it a bit and put the mission markings on, see if you think its close enough.
https://www.mediafire.com/file/9k7r5t0exub8wxb/RAF%20ZG479.zip
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Still working.. got the shark mouth done! Still need to do pylons, and redo no steps and a few other things.
Edit: pretty much finished now, will upload to the DCS site sometime in the next couple of days. Here's a link in the meantime...
http://www.mediafire.com/file/niy38e4ocuw65d8/ZG476.zip
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I seem to remember reading something many years ago about how the unique exhaust placement on the harrier could be used by the pilot to greatly reduce his IR signature by positioning the aircraft to hide them under the wings so a plane with IRST or IR missile would be severely hindered, perhaps even unable to lock.
Doubt it translates to DCS though.
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http://www.b-domke.de/AviationImages/Harrier_II.html#HarrierGR7
This is nice for the little placards and warnings on RAF harriers.
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yeah decal sheets are helpful, I found this one which is a model manual, the last few pages have good sized pics, colours etc.
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A 4K pixel cockpit panel may only take up a small fraction of the viewed area even though the distance is small in "game terms", in 3D distance terms it is still significant. Ideally, the 4K should only be used when zoomed close in on a panel, its wasting resources and creating artifacts otherwise. Adding mips may give a performance increase also, though the files themselves will be slightly bigger, but you could zip the whole folder up to compensate. It took me around 15 minutes to convert them.
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I just had a look at one of the textures in the cockpit folder, no mips.
and none on the liveries too.
In my install, I've converted all the liveries to have them, the default aircraft textures also, but not the cockpit yet.
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I wondered whether people will intend to install it in 1.5 or 2.1 first, if you have both...
I’m sure it will look a bit nicer in 2.1 but the lure of some harrier carrier funsies means I’m probably gonna install it to 1.5 first.
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Also keen to see this working!
Had a look at the files and the scripts seem ok. If as people say, its a problem with subtracting the correct number from the wind heading to compensate for magnetic north bearing then I think the file that needs correcting is cdu_wind.lua and probably at line 44 which reads as@
local angle = wind.dir + 173
this is 173 (i.e 180 - 7) it looks like he coded it here at the start before the wind conversions
and this should probably be the only thing that needs fixing for NTTR. So maybe 168 should be used instead? I'm fuzzy on the "should it be +12 or -12 thing" after reading these posts.
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Nope, not getting anywhere... stuck...
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Anyone got this working in 1.5 yet? It is sorely missed.
Hmm, might be getting somewhere with it... managed to reactivate a few unique lock sounds, struggling withs search now, still not entirely sure what the problem is yet. A few more tests... Doesn't help that its not entirely logical...
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Can we get access to the new official Dora Template?
in Fw 190 D-9
Posted
The Dora template isn't available via the template section in the downloads, and the one made available in the stickied thread in this forum has been out of date for a while. Examination of the stock official Dora skins reveals many changed have been made to the template recently including, new rivets, new lines etc on the diffuse layer, marking positions have altered, colours have changed. Wear and bare metal has been added to accompany the new roughmet layers and new normals and speculars to match the new diffuse layers so that rivet positions etc match. These have been like this for a while, not just since 2.5 released.
So please consider uploading it sometime soon. Thanks.