Zer07 Posted May 12, 2020 Share Posted May 12, 2020 Thanks a lot for the great job! :thumbup: :worthy::worthy::worthy: My Liveries Link to comment Share on other sites More sharing options...
Helles Belle Posted May 13, 2020 Share Posted May 13, 2020 Thanks Zero, Looking at my pics I think I need to find the TER dds and give it a make over as well. :weight_lift_2: Guess I better get looking. Send lawyers, guns and money......... for the …. has hit the fan. Windows 10 Home 64-bit | CPU: AMD Ryzen 7 5800X3D 8-Core Processor | RAM: Corsair 32.0GB Dual-Channel | MOBO: ROG STRIX X570-F GAMING (AM4) | GPU: MSI G271CQP on NVIDIA GeForce RTX 3080 | SSD: Samsung SSD 860 EVO 2TB & Samsung SSD 970 EVO Plus 1TB for Gaming CH Fightersick - Pro Throttle - Pro Pedals | Thrustmaster MFD Cougar x 3 | Buddy Fox A-10C UFC Link to comment Share on other sites More sharing options...
Zer07 Posted May 13, 2020 Share Posted May 13, 2020 Howdy. One question, do any of you own the Engine Template? Greetings My Liveries Link to comment Share on other sites More sharing options...
craignt Posted May 19, 2020 Share Posted May 19, 2020 (edited) Hello Everyone, Just noticed there is a "Sticky" topic for F-16C templates so I'll re-post here. Sorry for duplication. :) I'm having difficulties with exporting the "Main_2_Template" PSD file to a DDS file. I'm using Photoshop with the Nvidia plug-in and applying the DXT5 ARGB 8 bpp / interpolated alpha settings. The resulting DDS file is very dark in comparison to the original PSD template as displayed in the Model Viewer. All of the other F-16C PSD templates seem to come through the export satisfactory except for F16_bl50_Main_2_Template.psd. The attached images display the original template, the export settings, the resulting DDS file, and the livery as seen in the Model Viewer. Any assistance would be greatly appreciated. Cheers! - CraigNT Edited May 19, 2020 by craignt Link to comment Share on other sites More sharing options...
Santus Posted May 19, 2020 Share Posted May 19, 2020 I have heard of a similar problem before and it was due to an issue of the early version of the template. It was then re-uploaded and the issue was gone. Make sure you have the latest version of the template. Apart from that, I personally use the intel textureworks plugin and not the nvidia one. Here are my export settings: - Livery Catalog - Youtube channel Link to comment Share on other sites More sharing options...
craignt Posted May 19, 2020 Share Posted May 19, 2020 Hey Santus, Thanks so much for the reply! I'll give it a try. Cheers, - CraigNT Link to comment Share on other sites More sharing options...
craignt Posted May 20, 2020 Share Posted May 20, 2020 Well, I tried using the Intel Texture Works plug-in and the latest PSD files I still had a dark DDS file. Any other suggestions would be greatly appreciated! Cheers, - CraigNT Link to comment Share on other sites More sharing options...
Santus Posted May 20, 2020 Share Posted May 20, 2020 Any idea what the following line from today's patch notes relates to? Tail texture improvement - Livery Catalog - Youtube channel Link to comment Share on other sites More sharing options...
Santus Posted May 20, 2020 Share Posted May 20, 2020 We have a change in Bort numbers - Livery Catalog - Youtube channel Link to comment Share on other sites More sharing options...
BarTzi Posted May 20, 2020 Share Posted May 20, 2020 We have a change in Bort numbers Santus- did you manage to find the new bort number entries? I can't generate a livery file from the model viewer. Link to comment Share on other sites More sharing options...
Santus Posted May 20, 2020 Share Posted May 20, 2020 Santus- did you manage to find the new bort number entries? I can't generate a livery file from the model viewer. not yet... I confirm the model viewer malfunction - Livery Catalog - Youtube channel Link to comment Share on other sites More sharing options...
BarTzi Posted May 20, 2020 Share Posted May 20, 2020 not yet... I confirm the model viewer malfunction Some of the entry names were changed to: F16_bl50_FIN_BORT_NUMBER F16_bl50_MAT1_BORT_NUMBER This brings back the ones on the tail fin to a pre-patch state: {"F16_bl50_FIN_BORT_NUMBER",0,"f16_bl50_tail_IAF_117",false}; {"F16_bl50_FIN_BORT_NUMBER",1,"f16_bl50_kil_normal",true}; {"F16_bl50_FIN_BORT_NUMBER",ROUGHNESS_METALLIC,"f16_bl50_tail_IAF_117_RoughMet", false}; {"F16_bl50_FIN_BORT_NUMBER",DECAL,"IAF stencil 117",false}; The variable responsible for the position of the numbers on the tail is still unknown to me. Link to comment Share on other sites More sharing options...
Akatsuki Posted May 20, 2020 Share Posted May 20, 2020 I don't get it... Link to comment Share on other sites More sharing options...
Tailhook Posted May 20, 2020 Share Posted May 20, 2020 F-16 is the only model the modelviewer can't make a livery LUA for. Log error: [font=DejaVu Sans Mono]48.2161 ERROR UNIMODELDESC Can't load model c:/program files/eagle dynamics/dcs world openbeta/coremods/aircraft/f-16c/shapes/f-16c_bl50.edm. Reason: Expected render node id, got model::NumberNode.[/font] Intel i9-13900K : ASUS TUF RTX 4080 : 32GB G.Skill RipjawsV 4000 : TM HOTAS Warthog : HP Reverb G2 Link to comment Share on other sites More sharing options...
Leadnap Posted May 21, 2020 Share Posted May 21, 2020 Some of the entry names were changed to: F16_bl50_FIN_BORT_NUMBER F16_bl50_MAT1_BORT_NUMBER This brings back the ones on the tail fin to a pre-patch state: {"F16_bl50_FIN_BORT_NUMBER",0,"f16_bl50_tail_IAF_117",false}; {"F16_bl50_FIN_BORT_NUMBER",1,"f16_bl50_kil_normal",true}; {"F16_bl50_FIN_BORT_NUMBER",ROUGHNESS_METALLIC,"f16_bl50_tail_IAF_117_RoughMet", false}; {"F16_bl50_FIN_BORT_NUMBER",DECAL,"IAF stencil 117",false}; The variable responsible for the position of the numbers on the tail is still unknown to me. How did you get this to work?! No luck here. --- AJS37 Viggen, F-16C Viper, Adobe Premier. X56 HOTAS, Ryzen 7, GTX 2070S youtube.com/leadnapgaming Link to comment Share on other sites More sharing options...
BarTzi Posted May 21, 2020 Share Posted May 21, 2020 (edited) How did you get this to work?! No luck here. --F16_bl50_MAT1_BORT_NUMBER_DECAL {"F16_bl50_MAT1_BORT_NUMBER_DECAL", 0, "empty", true}; {"F16_bl50_MAT1_BORT_NUMBER_DECAL", 1, "f16_bl50_main_1_normal", true}; {"F16_bl50_MAT1_BORT_NUMBER_DECAL", ROUGHNESS_METALLIC, "F16_bl50_Main_1_IAF_RoughMet", false}; {"F16_bl50_MAT1_BORT_NUMBER_DECAL", DECAL, "empty", true}; --F16_bl50_MAT1_BORT_NUMBER {"F16_bl50_MAT1_BORT_NUMBER", 0, "empty", true}; {"F16_bl50_MAT1_BORT_NUMBER", 1, "f16_bl50_main_2_normal", true}; {"F16_bl50_MAT1_BORT_NUMBER", ROUGHNESS_METALLIC, "F16_bl50_Main_2_IAF_RoughMet", false}; {"F16_bl50_MAT1_BORT_NUMBER", DECAL, "empty", true}; --F16_bl50_MAT1_BORT_NUMBER_X100 {"F16_bl50_MAT1_BORT_NUMBER_X100", DIFFUSE, "empty", true}; {"F16_bl50_MAT1_BORT_NUMBER_X100", NORMAL_MAP, "f16_bl50_main_2_normal", true}; {"F16_bl50_MAT1_BORT_NUMBER_X100", ROUGHNESS_METALLIC, "F16_bl50_Main_2_IAF_RoughMet", false}; {"F16_bl50_MAT1_BORT_NUMBER_X100", DECAL, "empty", true}; --f16_bort_number {"f16_bort_number", 0, "f16_bl50_main_2_IAF", false}; {"f16_bort_number", 1, "f16_bl50_main_2_normal", true}; {"f16_bort_number", ROUGHNESS_METALLIC, "f16_bl50_main_2_IAF_RoughMet", false}; {"f16_bort_number", DECAL, "empty", true}; --f16c intake {"F16_bl50_INTAKE_BORT_NUMBER",0,"f16_bl50_main_3_IAF",false}; {"F16_bl50_INTAKE_BORT_NUMBER",1,"f16_bl50_main_3_normal",true}; {"F16_bl50_INTAKE_BORT_NUMBER",ROUGHNESS_METALLIC,"f16_bl50_main_3_IAF_RoughMet",false}; {"F16_bl50_INTAKE_BORT_NUMBER",DECAL,"IAF stencil intake",false}; -- fin bort number {"F16_bl50_FIN_BORT_NUMBER", 0,"f16_bl50_tail_IAF_117", false}; {"F16_bl50_FIN_BORT_NUMBER", 1,"f16_bl50_kil_normal", true}; {"F16_bl50_FIN_BORT_NUMBER", ROUGHNESS_METALLIC, "f16_bl50_tail_IAF_117_RoughMet", false}; {"F16_bl50_FIN_BORT_NUMBER", DECAL, "IAF stencil 117", false}; This is what I did to bring it back to the state before the patch, plus enabling the intake bort numbers (all of those replace the old bort number entries entirely). I assume there is an additional parameter responsible for the position. Edited May 21, 2020 by BarTzi Link to comment Share on other sites More sharing options...
robotech3142 Posted May 21, 2020 Share Posted May 21, 2020 --F16_bl50_MAT1_BORT_NUMBER_DECAL {"F16_bl50_MAT1_BORT_NUMBER_DECAL", 0, "empty", true}; {"F16_bl50_MAT1_BORT_NUMBER_DECAL", 1, "f16_bl50_main_1_normal", true}; {"F16_bl50_MAT1_BORT_NUMBER_DECAL", ROUGHNESS_METALLIC, "F16_bl50_Main_1_IAF_RoughMet", false}; {"F16_bl50_MAT1_BORT_NUMBER_DECAL", DECAL, "empty", true}; --F16_bl50_MAT1_BORT_NUMBER {"F16_bl50_MAT1_BORT_NUMBER", 0, "empty", true}; {"F16_bl50_MAT1_BORT_NUMBER", 1, "f16_bl50_main_2_normal", true}; {"F16_bl50_MAT1_BORT_NUMBER", ROUGHNESS_METALLIC, "F16_bl50_Main_2_IAF_RoughMet", false}; {"F16_bl50_MAT1_BORT_NUMBER", DECAL, "empty", true}; --F16_bl50_MAT1_BORT_NUMBER_X100 {"F16_bl50_MAT1_BORT_NUMBER_X100", DIFFUSE, "empty", true}; {"F16_bl50_MAT1_BORT_NUMBER_X100", NORMAL_MAP, "f16_bl50_main_2_normal", true}; {"F16_bl50_MAT1_BORT_NUMBER_X100", ROUGHNESS_METALLIC, "F16_bl50_Main_2_IAF_RoughMet", false}; {"F16_bl50_MAT1_BORT_NUMBER_X100", DECAL, "empty", true}; --f16_bort_number {"f16_bort_number", 0, "f16_bl50_main_2_IAF", false}; {"f16_bort_number", 1, "f16_bl50_main_2_normal", true}; {"f16_bort_number", ROUGHNESS_METALLIC, "f16_bl50_main_2_IAF_RoughMet", false}; {"f16_bort_number", DECAL, "empty", true}; --f16c intake {"F16_bl50_INTAKE_BORT_NUMBER",0,"f16_bl50_main_3_IAF",false}; {"F16_bl50_INTAKE_BORT_NUMBER",1,"f16_bl50_main_3_normal",true}; {"F16_bl50_INTAKE_BORT_NUMBER",ROUGHNESS_METALLIC,"f16_bl50_main_3_IAF_RoughMet",false}; {"F16_bl50_INTAKE_BORT_NUMBER",DECAL,"IAF stencil intake",false}; -- fin bort number {"F16_bl50_FIN_BORT_NUMBER", 0,"f16_bl50_tail_IAF_117", false}; {"F16_bl50_FIN_BORT_NUMBER", 1,"f16_bl50_kil_normal", true}; {"F16_bl50_FIN_BORT_NUMBER", ROUGHNESS_METALLIC, "f16_bl50_tail_IAF_117_RoughMet", false}; {"F16_bl50_FIN_BORT_NUMBER", DECAL, "IAF stencil 117", false}; This is what I did to bring it back to the state before the patch, plus enabling the intake bort numbers (all of those replace the old bort number entries entirely). I assume there is an additional parameter responsible for the position. I did these you posted but still getting that "AF 91" on the fin. Any ideas? Link to comment Share on other sites More sharing options...
BarTzi Posted May 21, 2020 Share Posted May 21, 2020 I did these you posted but still getting that "AF 91" on the fin. Any ideas? Yes: --F16_bl50_FIN_DECAL {"F16_bl50_FIN_DECAL", 0, "f16_bl50_tail_IAF_117", false}; {"F16_bl50_FIN_DECAL", 1, "f16_bl50_kil_normal", true}; {"F16_bl50_FIN_DECAL", ROUGHNESS_METALLIC, "f16_bl50_tail_IAF_117_roughmet", false}; {"F16_bl50_FIN_DECAL", DECAL, "empty", true}; Link to comment Share on other sites More sharing options...
robotech3142 Posted May 21, 2020 Share Posted May 21, 2020 Yes: --F16_bl50_FIN_DECAL {"F16_bl50_FIN_DECAL", 0, "f16_bl50_tail_IAF_117", false}; {"F16_bl50_FIN_DECAL", 1, "f16_bl50_kil_normal", true}; {"F16_bl50_FIN_DECAL", ROUGHNESS_METALLIC, "f16_bl50_tail_IAF_117_roughmet", false}; {"F16_bl50_FIN_DECAL", DECAL, "empty", true}; Thanks! It works now. I deleted the old lines and forgot about this! Link to comment Share on other sites More sharing options...
Tailhook Posted May 21, 2020 Share Posted May 21, 2020 (edited) This is what I did to bring it back to the state before the patch, plus enabling the intake bort numbers (all of those replace the old bort number entries entirely). I assume there is an additional parameter responsible for the position. Interesting, so they did a rollback. In a way makes sense but now each one can't use its own individual texture. At least it's less code to read now. Good find, thanks! F16_bl50_MAT1_BORT_NUMBER - Nose L/R F16_bl50_MAT1_BORT_NUMBER_X100 - Nose extra 0 L/R F16_bl50_MAT1_BORT_NUMBER_DECAL - Refueling door number F16_bl50_INTAKE_BORT_NUMBER - Intake L/R F16_bl50_FIN_BORT_NUMBER - Tail L/R Edited May 21, 2020 by Tailhook Intel i9-13900K : ASUS TUF RTX 4080 : 32GB G.Skill RipjawsV 4000 : TM HOTAS Warthog : HP Reverb G2 Link to comment Share on other sites More sharing options...
ED Team DGambo Posted May 21, 2020 ED Team Share Posted May 21, 2020 Hello everyone. on f-16 we run in new side numbers which should increase the FPS compared to the old technology and reduce the amount of editing in the liveries file. there are pluses to the possibility of expanding the number of acquaintances and switching the types of numbers from the liveries file. on animation of board numbers 1. display the main board number. argument 1000 and the corresponding value. (0.0 - by default. 0.1, 0.2, 0.3 - other positions - see the picture) we can add a few more https://gyazo.com/ea4a9a7b02b5bb6e36419e7e7496db4f 2. display the number on the back at the refueling cap. argument 1001 (0.0 by default - drawn, 1.0 - not drawn) 3. Display the type of number on the air intake. argument 1002 (0.0 is two-digit, 0.1 is three-digit) 4. Display the bow number. argument 1003 (0.0 is drawn. 1.0 is not drawn) to control the board numbers added lines to the file https://gyazo.com/57a0238a3e41525481ba544d0b79eeb6description.lua " Умное выражение лица - это еще не признак ума. Все глупости на Земле делаются именно с этим выражением лица..." Link to comment Share on other sites More sharing options...
BarTzi Posted May 21, 2020 Share Posted May 21, 2020 Hello everyone. on f-16 we run in new side numbers which should increase the FPS compared to the old technology and reduce the amount of editing in the liveries file. there are pluses to the possibility of expanding the number of acquaintances and switching the types of numbers from the liveries file. on animation of board numbers 1. display the main board number. argument 1000 and the corresponding value. (0.0 - by default. 0.1, 0.2, 0.3 - other positions - see the picture) we can add a few more https://gyazo.com/ea4a9a7b02b5bb6e36419e7e7496db4f 2. display the number on the back at the refueling cap. argument 1001 (0.0 by default - drawn, 1.0 - not drawn) 3. Display the type of number on the air intake. argument 1002 (0.0 is two-digit, 0.1 is three-digit) 4. Display the bow number. argument 1003 (0.0 is drawn. 1.0 is not drawn) to control the board numbers added lines to the file https://gyazo.com/57a0238a3e41525481ba544d0b79eeb6 Thank you so much for explaining this! I have two additional questions: 1. I'm struggling with aligning logos that cover the entire tail fin - they always seem to have an angle when covering the rudder. Do you happen to know the angle between those parts or have any tips on how to place textures that cover the entire tail correctly? 2. Will the template be updated to reflect the recent changes to the tail texture? One example is that area, which seems to be mapped to somewhere else now: 1 Link to comment Share on other sites More sharing options...
BlueAngel Posted May 21, 2020 Share Posted May 21, 2020 These constant "bort number" change is a disrespect for those that spend hours creating textures for DCS. I sincerely hope ED stops "inventing" the numbers designation over and over and having us guess how to remove them. I understand ED doesn't support mods, but they can at least explain how to change these particular lines in the lua file. "The natural function of the wing is to soar upwards and carry that which is heavy up to the place where dwells the race of gods. More than any other thing that pertains to the body it partakes of the nature of the divine." — Plato, Phaedrus. Link to comment Share on other sites More sharing options...
Zer07 Posted May 21, 2020 Share Posted May 21, 2020 Hi, can someone tell me how to remove the tail number and refuel board number? The old lines don't work anymore. Unfortunately my knowledge of how these lines work is very limited...^^ :helpsmilie: My Liveries Link to comment Share on other sites More sharing options...
ams999 Posted May 21, 2020 Share Posted May 21, 2020 (edited) Hi, can someone tell me how to remove the tail number and refuel board number? The old lines don't work anymore. Unfortunately my knowledge of how these lines work is very limited...^^ :helpsmilie: That's pretty easy with the new system now, really: 1. Say you don't want to show *any* custom numbers, then you delete the whole bort no. wall of text and add custom_args = { [1000] = 1.0, -- change of type of board number (0.0 -default USA, 0.1, 0.2, 0.3, 1.0 not drawn) [1001] = 1.0, -- vis refuel board number (0.0 drawn, 1.0 not drawn) [1002] = 1.0, -- change of type intake board number (0.0 two digits, 0.1 three digits, 1.0 not drawn) [1003] = 1.0, -- vis nouse board number (0.0 drawn, 1.0 not drawn) } Poof, all custom numbers are gone. 2. Say you want to show intake and tail numbers, then you keep the lines with F16_bl50_INTAKE_BORT_NUMBER F16_bl50_FIN_DECAL F16_bl50_FIN_BORT_NUMBER and add custom_args = { [1000] = 0.0, -- change of type of board number (0.0 -default USA, 0.1, 0.2, 0.3, 1.0 not drawn) [1001] = 1.0, -- vis refuel board number (0.0 drawn, 1.0 not drawn) [1002] = 0.1, -- change of type intake board number (0.0 two digits, 0.1 three digits, 1.0 not drawn) [1003] = 1.0, -- vis nouse board number (0.0 drawn, 1.0 not drawn) } 3. In your case to hide refuel and tail numbers you add custom_args = { [1000] = 1.0, -- change of type of board number (0.0 -default USA, 0.1, 0.2, 0.3, 1.0 not drawn) [1001] = 1.0, -- vis refuel board number (0.0 drawn, 1.0 not drawn) [1002] = 0.1, -- change of type intake board number (0.0 two digits, 0.1 three digits, 1.0 not drawn) [1003] = 0.0, -- vis nouse board number (0.0 drawn, 1.0 not drawn) } only showing intake and nose numbers with the lines F16_bl50_MAT1_BORT_NUMBER F16_bl50_MAT1_BORT_NUMBER_X100 F16_bl50_INTAKE_BORT_NUMBER Edited May 21, 2020 by ams999 "[...] because, basically, in this day and age, if you get to the merge and no one's died - it's not good for anybody." - Keith 'Okie' Nance "Nun siegt mal schön!" - Theodor Heuss, September 1958 "Nobody has any intention of building a wall." - Walter Ulbricht, June 1961 "Russia has no plans to invade either Ukraine or any other country." - Vladimir Chizhov, Russia's ambassador to the EU, January 2022 Link to comment Share on other sites More sharing options...
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