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Megalax

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Everything posted by Megalax

  1. For some reason, the lines below need to be there and set to "emtpy" as well as having the args. --*NEW 2.8.4 Bort Numbers* --USN_MODEX_NOSE {"f18c1_number_nose_left" , DIFFUSE , "F18C_1_DIF_VX31_TheDustDevils", false}; {"f18c1_number_nose_left" , SPECULAR , "F18C_1_DIF_VX31_TheDustDevils_RoughMet", false}; {"f18c1_number_nose_left" , DECAL , "empty", true}; {"f18c1_number_nose_right" , DIFFUSE , "F18C_1_DIF_VX31_TheDustDevils", false}; {"f18c1_number_nose_right" , SPECULAR , "F18C_1_DIF_VX31_TheDustDevils_RoughMet", false}; {"f18c1_number_nose_right" , DECAL , "empty", true}; --RAAF /KAF/SWITZ_MODEX_FUSELAGE_FRONT_MID_BACK_GEAR_DOORS_SMALL {"f18c1_number_F" , DIFFUSE , "F18C_1_DIF_VX31_TheDustDevils", false}; {"f18c1_number_F" , SPECULAR , "F18C_1_DIF_VX31_TheDustDevils_RoughMet", false}; {"f18c1_number_F" , DECAL , "empty", true}; --KAF_MODEX_VERTICAL_STABILIZERS_AND_FLAPS_MODEX {"f18c2_number_X" , DIFFUSE , "F18C_2_DIF_VX31_TheDustDevils", false}; {"f18c2_number_X" , SPECULAR , "F18C_2_DIF_VX31_TheDustDevils_RoughMet", false}; {"f18c2_number_X" , DECAL , "empty", true}; --USN_MODEX_VERTICAL_STABILIZERS {"f18c2_kil_left" , DIFFUSE , "F18C_2_DIF_VX31_TheDustDevils", false}; {"f18c2_kil_left" , SPECULAR , "F18C_2_DIF_VX31_TheDustDevils_RoughMet", false}; {"f18c2_kil_left" , DECAL , "empty", true}; {"f18c2_kil_right" , DIFFUSE , "F18C_2_DIF_VX31_TheDustDevils", false}; {"f18c2_kil_right" , SPECULAR , "F18C_2_DIF_VX31_TheDustDevils_RoughMet", false}; {"f18c2_kil_right" , DECAL , "empty", true};
  2. Only solution I can give you is to post the contents of your lua so I can have a look at it.
  3. Any of my latest Hornet skins will have what you're looking for. No, you don't need to name your dds file per a convention. "f18c1_kil_right" is the lua argument to pull up a texture in that specific area. What your dds file is called is irrelevant.
  4. Those are "missing" textures. You're basically missing everything in the livery folder other than the diffuse files and the liveries' lua file can't find the files its trying to load in the game. So you get these green camo "missing" textures instead.
  5. It never existed. Most skinners who made custom tanks made their own templates.
  6. Judging by your description I think you have an issue that dates back to update 2.5.6. The Helmet mapping was changed and any skins that had custom helmets were left with this issue.
  7. This is amazing lol Here is the reason why: the pilot body arguments use the headset normals and specs.
  8. The new system does not allow you to only do 2 numbers. The skin was updated along with all my other Hornets when the new bort number system was implemented and seem to be working fine from here.
  9. No. The template is 8192*4096. There is a guide going through the template at 4096, so you should use the guide to cut up the main diffuse into 4096*4096 textures and then save them individually. The left side of the fuse template is texture 1, the right is 2. Same with the wings.
  10. I'm so wrong about PBR... Especially this comment. You can create it. You're a texture artist expert after all, shouldn't be too hard for you to do.
  11. See this is the issue with doing roughmets as a colour map rather than working individual channels separately. Sure it looks okay, but it doesn't follow conventional PBR as it is meant to function within DCS. You can whine all day about its practicality, but I didn't come up with the convention and its how all the models that use roughmets work in DCS. When you work this way you have texture information in channels where it doesn't belong, such as the AO (Ambient Occlusion) channels All that artwork shouldn't be there. AO is for shading. At the very least it should be the addition of what Aqil has done with the rivets plus the AO found in the template. plus this which is already in the template ..slightly edited of course as there are things in there that should also not be there. null
  12. Here is the template converted for Gimpers. https://mega.nz/file/C183CBjJ#AB-qN7pp3UGQbMhjH0IeFHqGVuJdHvkBcjX7cR74uWM FYI Gimp 2.99 supports .psb format. Its just in beta and they still say its unstable.
  13. @Reflected I'll answer you here regarding your question on roughmets. In order to "trick" the game into accepting roughmets for spec skins, you need to create roughmet textures for them. You don't need to over complicate anything, you just need to create them with the proper naming convention so that the game activates PBR rather than SPEC. So the way to do it is to figure out what the default diffuse/albedo texture is called, and then to create roughmets for it it you will need to use that same name and append "_roughmet" to its name. So if the default aldedo's name is in this example b-17g_fuzelage_1_d.dds then you need to create a roughmet that will serve as a base and call it b-17g_fuzelage_1_d_roughmet.dds. If you want this trick to pass IC you need to create a new folder named just like the zip found in the textures folder to dump your base roughmets in. Doing this forces the game to ignore all spec maps for that part from now on. The only issue with it is that it messes with old user made skins that were created using spec maps. In this example here I used Bandog's Texas Raiders skin with the roughmet I made for D-Day Doll, which is the current default livery: So the workaround here is to create a matte paint default roughmet that will serve as a base for old liveries while allowing new ones to move to the roughmet standard. In doing this now the default livery D-Day Doll will need to supply it's own roughmets in order to get the metallic shine. So worst case user "metal" skins will look like the current default livery: ...until users update their stuff to the new standard. This issue isn't something new, there are tons of Mustang, Sabre and other liveries in the user files that were abandoned by their makers that no longer work properly after the textures were updated to roughmets.
  14. Not sure why you're speaking about roughmets in terms of colours, they are not a colour map. They are 4 distinct material maps placed across the 4 available channels of an image. Each colour channel affects a different part of the PBR. "Red" is not what a roughmet needs for glossy paint, its near fully black on the Green channel, which means that Green is nearly completely omitted. In order to work on roughmets properly you need to split things into the 4 channels and work each one individually.
  15. The default skin looks 10x better with roughmets :
  16. He doesn't need anyone's guidance lol.
  17. Mach3DS knows what he's doing, don't worry Urbi.
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