

prccowboy
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Everything posted by prccowboy
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Request For Help, P-51D Cockpit Photo as Custom Cockpit
prccowboy replied to Captain Orso's topic in Liveries/Skinning
sorry, I didn't explain it much because this was the livery section and the reason your custom cockpit not loading is a code issue; but the simple answer is that there is an options lua file created in your saved games directory every time you start DCS that stores all the user set option settings. Currently, in the P-51 section it is saving your choice for 2 P-51 cockpit liveries (the -25 and -30) using the option names I listed above. However, in-game when it loads the liveries it is looking for information stored as a different generic option name (CPLocalList), which doesn't exist anymore in the current options file. That is why it always loads the "default" cockpit livery My guess is that this simple bug was introduced when they added a 2nd P-51 variant. They probably expanded the number of options but forgot to tie the in-game cockpit liveries to the new option names. like I said above, I tested this by modifying the code that writes the saved options settings and it does indeed fix the problem but I don't like suggesting people modify their core installation. -
Request For Help, P-51D Cockpit Photo as Custom Cockpit
prccowboy replied to Captain Orso's topic in Liveries/Skinning
I think there is a bug in the codebase which I suspect happened when the 2nd variant was introduced. the P-51 custom cockpit is looking for the option "CPLocalList" to identify which livery to use - which no longer exists as there are now 2 custom cockpit options ("CPLocalList_P51D25NA" and "CPLocalList_P51D30NA"), so it will always use the default because the option name it is looking for doesn't exist. I was able to get the behavior you want (choose different cockpit liveries) by modifying the options code to create a "CPLocalList" entry for the P-51; but this is not the ideal solution (I only did it to validate my theory that the code was looking for the wrong option name). You can report the bug and hope for a quick fix while changing the texture in a plane livery (not cockpit livery) as you wait for a proper fix (I think that will work - haven't tested it yet) -
Skins not showing mapping and shading of fasteners and panels GIMP
prccowboy replied to Griffon345's topic in SA342
I edited my above response, but will post again here to show you what the layers look like in Gimp if you change mode from pass-through to overlay. this was a fast example, you can probably adjust to make it look more to your liking (it is a template afterall) -
Skins not showing mapping and shading of fasteners and panels GIMP
prccowboy replied to Griffon345's topic in SA342
I'm using Gimp as well *edit: I found the layers you are talking about, so what I wrote earlier is moot* The layers in your fig2 are present but in the import, Gimp is converting to pass-through mode. Try changing the mode of all the layers to overlay (or something else) to get the effect you are looking for I also noticed after looking again that there are some AO-like layers included (as "bake") in that template. I typically don't bake shadows, so I remove them from the diffuse but I will use those layers in the red channel of my roughmet instead for dynamic shading. -
Skins not showing mapping and shading of fasteners and panels GIMP
prccowboy replied to Griffon345's topic in SA342
I've only done a few skins for the SA342, but what I think you are asking for is the AO and normal layers - which (AFAIK) are NOT included in the template which is DIFFUSE only (plus UV templates). If you want to modify the normal or specular/roughmets you probably need to create your own (you can use the default textures as a baseline) -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
prccowboy replied to Admiral189's topic in Static/AI Mods for DCS World
looking at it in model viewer, it appears that the collision model on the San Antonio might not be aligned with the visual model/lua - which is probably what is causing the problem -
I have just started modeling with blender and I am having a problem when my objects intersect terrain. At the intersection an errant shadow plane is created. I've checked my normals are all facing correctly, UV is packed with Smart UV and I don't have double faces, etc. What am I doing wrong? note: the example below is a simple box with blue texture to demonstrate the problem. You can see the shadow that gets created at the intersection with the terrain.
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yes, just keep all the common shared files in a specific folder and refer to it in the lua while adding the back directory characters in the reference, ex: (this is a example for an A-10CII livery where only the A-10C_1-a texture is unique to each pilot) folders in the liveries\A-10CII directory: BASE PILOT_1 PILOT_2 In the BASE folder put your shared textures (for my squadron, I use a full generic skin here - not pilot specific) In the PILOT_1 and PILOT_2 folders you would put your unique textures (in this example the "A-10C_1-a" texture) and then for each of the description lua's for each pilot's skin you would refer to the textures in the BASE directory for anything shared (in this example the "A-10C_1-b" texture, like this: {"A-10C_PAINT_1-a", 0 , "A-10C_1-a",false}; {"A-10C_PAINT_1-b", 0 , "../BASE/A-10C_1-b",false}; the 2 dots in "../BASE/" backs up one directory then references the BASE folder to find the shared texture you can probably find examples of this in the user files where there is a large pack with shared textures edit: sorry, just noticed this was in the F-16 section - probably should have used an F-16 example, but I think you get the idea
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you would create/modify the pilot_f18.dds texture that has the flight suit then add this line to the description lua (along with the new texture file): {"pilot_F18", DIFFUSE , "pilot_f18", false};
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F14 Skinners thread (Paintkit in 1st post)
prccowboy replied to David A Sell's topic in DCS: F-14A & B
If you have a fairly good photo, you can match the font or find a decent alternative with an online font identifier. just google "what the font" -
Request: Desert tan/sand (Desert Storm) camouflage scheme 84-1212
prccowboy replied to NRG-Vampire's topic in F-16C
The skin is available for download, here: F-16 USAF 33 TFS 84-1212 Desert Shield Camo livery (digitalcombatsimulator.com) -
Request: Desert tan/sand (Desert Storm) camouflage scheme 84-1212
prccowboy replied to NRG-Vampire's topic in F-16C
OK, I will probably release this soon (depending on whether I find any errors or decide to do more detailing) 1) I added a little bit of 3d geometry (see highlighted areas in photos) 2) the reference info differs a bit in what areas were masked when the camo was applied (showing the standard livery underneath), so I chose what seemed to make sense - similarly to what safety stencils were re-applied after the camo was painted (also see highlighted areas in photos for examples) -
Request: Desert tan/sand (Desert Storm) camouflage scheme 84-1212
prccowboy replied to NRG-Vampire's topic in F-16C
this is what I have currently. 1) I compromised a bit and hardened the camo edges - but I think it really shouldn't have a hard edge. your reference plate above states "photos don't look like the camo had a hard edge" and I agree. see the inset I included for a comparison. (I even ran the photos through a bunch of image sharpening and edge detection algorithms without being able to define the edges) 2) Can you read the crew names and text on the gear door? I can't make out the top line -
Request: Desert tan/sand (Desert Storm) camouflage scheme 84-1212
prccowboy replied to NRG-Vampire's topic in F-16C
are you sure about that? The info you posted above (and the few photos I have found) suggest that it was a in the field "spray" job with local paints and no hard edge (except for masked stencils). I can do it either way -
Request: Desert tan/sand (Desert Storm) camouflage scheme 84-1212
prccowboy replied to NRG-Vampire's topic in F-16C
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Request: Desert tan/sand (Desert Storm) camouflage scheme 84-1212
prccowboy replied to NRG-Vampire's topic in F-16C
I'm confused. it looks like you already have the skin (first photo) -
Question for ED or user about painting prob hub
prccowboy replied to catchforusthefoxes's topic in P-47D
What is that? sounds cool... -
The base texture with the lines/rivets is an overlay which you can apply over any color of your choice. (just put your colors in a lower layer) In some cases where I wanted something more, I ended up creating my own panel lines/rivets layer by using the data in the normal map. but maybe someone else has a better answer
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[HOW TO] Importing BC7 DDS Textures in GIMP
prccowboy replied to SinusoidDelta's topic in Liveries/Skinning
3 files from the first post. 1) dds plugin 2) texconv.exe 3) python script However, I see something else that "might" be your problem. In the python script I have forward slashes / where you have back slashes \ (may or may not be your problem - I always have issues with syntax) - gabuzomeu mentioned this in post #2 example, my python code has: BINARY="""C:/Program Files/GIMP 2/texconv.exe""" -
ok, it is now available for download. I made some fast changes after initial uploading, so it is now at version 1.2: F-16 64th AGRS Desert Flanker livery (digitalcombatsimulator.com) Note: I changed my mind about using default roughmets (changed to a more matte look overall) comments welcome
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The aggressor paint jobs have many different styles over the years: Blue Flanker, Blizzard, Arctic, Splinter, Lizard, Digital, etc. just to name some. 1) The other skins (not sure what you looked at) may be similar to one of the other schema. 2) custom liveries are like artwork - they may or may NOT be a "replica of something real" as you put it. My own work is as I call it "artistic representations of subject matter of my choice"
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I am going to do a little more quality checking, then I will upload this soon. I'm probably only going to do the 2-color Desert scheme with fairly clean (not much weathering) to match the default style (and reduce need for additional roughmet textures to keep file size small). Also, most photos I have seen the 64 AGRS doesn't paint the pylons, so I will leave them stock. Also, the camo patterns seem to vary between aircraft, so I am making one that isn't quite like your photo but matches other patterns that I have seen. lee1hy and others have already done a fantastic job on the blizzard, lizard and other aggressor schemes. I suggest looking at their work. When the upload is approved and available. I will post link here
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I'm a bit surprised that skin wasn't done before (seems very popular); but AFAIK you are correct, that particular color/camo style is missing (the others are NOT incorrect per se, just not like your example). Anyway, this is what I have put together so far (still a LOT of work remaining). If this is what you are looking for, then I will try to finish it in my free time.
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[Request/Help] Make interior canopy gold tint
prccowboy replied to gregfp66's topic in Liveries/Skinning
the internal cockpit uses a different model than external. What you are looking for is probably the "f18c_cpt-glass_dif" texture. You would need to modify this texture file to the tint that you want (with photoshop or gimp), then add that texture to your livery and the following line to your livery description lua file: {"f18c_cpt-glass_full", 14, "f18c_cpt-glass_dif", false}; send me a pm if you need more help -
what you are looking for is probably in: \Bazar\World\textures\Y_FInal_Texture.zip You can use ModelViewer to open any model and determine the texture locations and get the lua structure for the skin