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VZ_342 started following Need info to make BORT numbers for refreshed F-5E3 and P-51 seen on the road
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I copied the F/A-18 numbers (they worked), but when I remade the image with my numbers (scaling them to match the size of the 18s). The numbers themselves show up correctly (size and location, but not the colors)...I suspect the color reversal may be related to the Gimp process I used to create the borders. Thank you for the tip on using a mask, and the "multiples of 8" etc size. I'll check into that.
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I tried a vertically aligned image, and it partially worked. Unfortunately, my method of outlining the numbers (per Gimp videos) causes an apparent inversion of layers...the "numbers layer" (white) is above the Alpha layer (which is black), but the numbers (correct font for what I'm using) are entirely black in the Editor (the Mission Editor weapons selection dialogue). In the actual game, the numbers are not present at all. Edit: At this point, the all-black numbers displayed are not mine, they are the original numbers in the template for the ED remastered F-5.
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The Bort numbers aren't available yet, although there is a line at the end of the Description file which allows the position of the stock number images to be altered. Unfortunately there isn't any way to make those cool RedFor numbers....yet.
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I can see one reason: to show what can be done with limited resources. I trust they will eventually find a fix for the MV, but in the meantime....maybe there will be really good skins made using some ingenious technique (even if it's just a high level of patience). Sure, they probably won't be as good as when advanced skinners (who know how to use all the tools and things that the MV provides) make skins with the MV, but really, that's one aspect of conflict: You make do with what's available, to the best of your ability. If you're not willing to do what is needed without the MV due to annoyance, lack of patience, etc., that's ok. That is your choice. All that is needed to say is "I won't be able to do my best without the MV, so it is not likely I will be making liveries for the locked modules." The lack of high-quality skins (if that happens) will be a strong reaction in itself. Or perhaps....maybe "the pros" are worried that skins will be made that are comparable in satisfaction to the average user?
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JATO rockets, eh?
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I didn't. I put the skin in saved games, and used the mission editor with a "blank" Caucuses map. ED doesn't have the model viewer able to see the updated F-5 available yet.
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Sorry, don't know. It looks like the numbers are in the locked/hidden part of the module.
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Here's a screenshot of the nose numbers. Description nose bort numbers: (Diffuse, false) --Normal_map (Decal, false) --Roughness_metallic This shows the 3 places for numbers (using my numbers image), but only with two of the three spaces used ("98"). The little black smudges to the left can be seen because there is no number present. The second set of lines (half white, half black) is the "9", and the third set (all white) is the "8". If I made the number "999", all three positions would each have the set of black/white lines, if there was "888", all three positions would be the all white lines. If no numbers are input, I can see all three positions with the little black smudges. I went through all the numbers (0-9) to see if any matched the little black smudges, for either color or spacing....8 and 9 came closest. Little black smudges show thick line, small space, thick line, big space, thin line, small space, thick line, small space, thick line, small space, and thin line. The "8" matches these almost perfectly, as does the "9"...but if I put in a third number, the little smudges disappears entirely and is replaced by the white line number (black/white if a nine) The numbers are white with a 3 pixel black border. Note the tail does not have the black smudges....(Edit: the font on the tail is the default font, not the one I made, which is on the nose)
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There are 4 textures: Diffuse, Normal_Map, Decal, and Roughness_Metallic. I have tried many combinations of true/false (with "Decal" always being false). I changed the names of the dds files to reflect those in the description (i.e., f-5-e3_nose_d for the Diffuse texture), but roughmet is listed as f-5-e3_nose_d_roughmet...does this mean it's included as part of the Diffuse file? I also tried to rename my number image with the original image name ("bonu_neutral_black")...did not work. The pics show what happens to my numbers when I get them to show up (only "Decals" = false)....the tall white numbers look almost like the actual image is stretched vertically? The basic image is 1000 pixels x 130 pixels, with 0-9 imprinted with a space in between. This used to work with the original F-5. The OEM numbers are the actual numbers as included in the upgrade.
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With the legacy F-5 I figured out how to make custom font Bort numbers, but with the refreshed F-5 it seems the decal location isn't available. Original description lua: {"F-5E3_Numbers_Nose", DECAL , "f-5-e3_bonu_neutral_black", true}; My changes: {"F-5E3_Numbers_Nose", DECAL , "f-5-e3_new numbers", false}; With the original, numbers show up but with my "new numbers" (.dds file is in custom skin folder @ saved games) I get the "missing textures" file image. Any instruction/constructive advice is appreciated...Thanks!
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In the new F-5E3 template, each of the .psd files have a NORMAL, METALL, RAFNES, AO and DIFFUSE folder. I've only used the DIFFUSE because I'm such a newbie. Since the original skins are "locked", perhaps that means ED wants skins to be made from the ground up from a very basic skin?
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Just discovered this is a "Heritage" livery from Vance AFB.
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Figured it out....I was trying to "save as" rather than "export as".