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Showing results for tags 'texture'.
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This is a bit subjective, but to me the USN bomb textures appear too shiny when compared to photographic reference. In DCS they seem to have the same roughness as the non-coated USAF variants, while in reality they are "rougher" and therefore less shiny. Maybe they're using the wrong normal- and/or roughness maps?
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reported Canopy Glass is Flickering During Head/Zoom Movement
razo+r posted a topic in Bugs and Problems
The external part of the glass is flickering. -
There appears to be some sort of visibility bug with the interior canopy glass material FW_190_GLASS_INT. All textures, to include the diffuse, and the roughmet and probably the glass ('14' in the description.lua) will flicker in visibility when head or zoom movement occurs. Here is a video, after I gave each material's diffuse texture a color (seen in the quotations in the description.lua at the end). If you remove the diffuse texture (set it to empty) so you only show the the glass texture ('14') for FW_190_PLEXGLASS_extr, it flickers with its parent material FW_190_GLASS_INT as well. This does not appear to be due to the interior and exterior planes being positionally coincididal (overlapping), as you can still make out the two if you move the camera inside the glass pane. The glass hue texture (14), which is used on both inside and outside materials: The FW_190_GLASS_INT in red, and the FW_190_PLEXGLASS_extr in blue. Both are visibly separated between inside and outside materials: While I'm using the ModelViewer here since I have more control, there's been folks reporting it occuring during gameplay.
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Dear Community, Every time I export a 3D model from Blender [currently: Blender 4.2.1 LTS] using the official Blender plugin from ED [currently: edm_tools_blender_plugin-241504.zip], I encounter the following issues: The Roughmet texture is not listed under textures in the model viewer. The textures in the model viewer are simply scaled down. Normally, the main texture (excluding glass surfaces) has a resolution of 4096 x 4096. When I check the mapping box, the UV map does not appear. In the model viewer, mipmaps are scaled down, causing the UV map to no longer align with the texture, resulting in red edges (red is used for visualization). Section of the uv-map in blender: In my graphics software, I have extended the borders by 8 pixels around the UV seams to allow for enough tolerance. Seam margin of 8 Pixel (vector graphics program): When I zoom out on my model in Blender, no red edges are visible, meaning the UV map and textures match. The exact same issue occurs with all other 3D models I’ve exported from Blender. Screenshot Blender 3D viewport (Render): I suspect an error with the export plugin. Can anyone explain why these errors are occurring? Thank you in advance. Cheers Homelander
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I was looking into modifying the color and visibility of the afterburner plume/flame (the part with the rings in it) on the F16 but I cannot figure out how to actually "point" to the new texture, I assume this is caused by the fact that instead of the game looking for the texture from the description.lua in the livery folder it instead generates it in the base f-16c.lua with the code I attached at the end of the post, my question is: Is there a way to change this texture per livery without breaking IC by writing a mod or replacing the base texture? engines_count = 1, engines_nozzles = { [1] = { pos = {-6.003, 0.261, 0}, elevation = 0, diameter = 1.1, exhaust_length_ab = 12, exhaust_length_ab_K = 0.76, smokiness_level = 0.05, afterburner_circles_count = 11, afterburner_circles_pos = {0.2, 0.8}, afterburner_circles_scale = 1.0, afterburner_effect_texture = "afterburner_f-16c", }, -- end of [1] }, -- end of engines_nozzles
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This mod is a texture revamp of the default P-51D skins within DCS. It is an attempt to bring the Mustang's graphical fidelity closer to ED's latest texture standards. Currently it is only available in 2K, as the 4K texture overhaul is still WIP. See latest posts on this thread. Version: 1.1 (11/16/21) I have returned to this project in late October 2022, and the progress on a 4K texture Mustang has begun! For progress updates, be sure to check the latest posts on this thread. This is a WIP personal project. That means that working on this depends and uses my time, so I'm not going to be consistent. And the WIP also means that this mod will continually be updated! That means for the latest version with the newest features and latest bug fixes, you need to check in here or the DCS Userfiles occasionally. I will make a post here for every update I make. This thread is primarily for bug reports from you guys, feedback, and progress updates from myself. "Progress updates? Like what?" I will try to do major updates in phases. Planned features upcoming, in lose order, are: additional/modified weathering, increased texture resolution, completely overhauled rivet and fastener scheme, followed by an overhauled normal map. These last two are pretty far off. We'll see how this goes. As I work on these, I'll probably post little snips of the work in here. NOTE: NOT ALL SKINS FOR THE 51 ARE CURRENTLY INCLUDED. MORE MAY COME LATER. Modified default skins currently include: RAF 19 Sqn Jun 44 RAF 64 Sqn Jun 44 RAF 112 Sqn RAF 122 Sqn Jun 44 RAF 129 Sqn Jun 44 RAF 306 Sqn Jun 44 RAF 315 USAF 84th FS USAF 363rd FS USAF 364th FS USAF 375th FS USAF 485th FS USAF 302nd FS, RED TAILS (v1.1) Bare Metal (v1.1) Download for the 2K version is available here on the DCS website: Magic's Modified Mustang Makeup [M4] (digitalcombatsimulator.com)
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I am not sure if this is a bug or DCS terrain engine limitation, but it seems that there is some missed alignment. 33-51-11 N 36-27-30 E
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Hi, We are working on a skin for the F-14 and we are hitting a issue with the directX11 Backend. In F2 mode, we can see the skin perfectly fine, but in F3 mode there are missing texture comes instead. 2021-03-12 17:24:56.838 ERROR_ONCE DX11BACKEND: texture '/textures//liveries/f-14b/gypsy (test)/HB_F14_LOD1_3in1' not found. Asked from 'GRAPHICSCORE' 2021-03-12 17:24:56.853 ERROR_ONCE DX11BACKEND: texture '/textures//liveries/f-14b/gypsy (test)/HB_F14_EXT_EXT_TCS' not found. Asked from 'GRAPHICSCORE' Is there any max size for the texture on the F-14, we are pretty much stuck at this moment. Any tips or fixes for this issues?
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The seaman ground crew glow white at night. Even with NVG goggles on. The other ground crew seem to be ok. Have not checked all of them. Se attached two images to see what I mean. This is true for 2D and VR. Regards Ducksen
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Hi everyone, I've noticed a few issues with the lighting on the new Bulk Carrier "Handy Wind". (Note this is unrelated to this thread). Firstly, there's the white light on a mast, near the bow of the ship, it so far has missing textures (but it does have a white bloom). Secondly, all the navigation lights seem misaligned, floating a fair distance away from the actual light source itself (it might be better if the actual bulb/lens of the lights appeared to light up (like runway lights)/or was translucent (like in aircraft), to make it look more natural). Also (though this is pedantic), the lights should only be visible from certain angles (the port/starboard lights shouldn't be visible from behind the ship, nor should the forward facing mast lights). There should also probably be a white light on the RADAR mast when the ship is underway (there are several bulbs, but none seem to illuminate). (This light should also be white, not red/orange). Lastly, though this is much more minor, there seem a lot of lights illuminating things like doors, and the central columns of the cranes, the light itself is fine, but there's nothing on the 3D model for them to emit from. Of course this is all very minor, but just something I thought should be pointed out. [EDIT: Track Attached] Handy_Wind_Lights.trk
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The old template, and how all of my current skins are formatted, consisted of two files labeled diff. The current downloadable texture template has 8 or so main files, which are not oriented in a similar fashion to the old files. Additionally, attempting to paste the new partsover the old template, the vertical stab for example, the lines do not line up, resulting in a skewed model. So, my question is is there a layered template still floating around with the two file format? Or is there a new lua that incorporates the stack of new template files? Thanks
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I decided to make a retexture of the F-15C with Latvian air force markings. I am sorry if seems low quality, this is my first retexture. https://drive.google.com/drive/folders/1Ntr2M6ygzKwP0nmBqmopaPbw9YvQytaj?usp=sharing Installation: Download and extract the folder and place it in the C:\Users\(user_name)\Saved Games\DCS\Liveries\F-15C
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In the area around Gazipasa and the area between Gazipasa and Incirlik, the ground textures suddenly change and become extremely low resolution. This is a populated part of the map with roads, villages, named towns and electrical grid so the low resolution textures are probably not intentional. See attached pictures. Example of the very jarring texture change, detailed villages and roads can be seen in the "low-res" texture area. The cut-off line where low-res textures begin is marked with red
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I want to suggest adding the bombs with a thermal-protective coating the USN uses. As far as i understand should the variants V2 and V4 of the GBU-31 already looking different. Here a picture of what i mean. Iirc the third stripe should mean its filled with PBXN-109 instead of Composition H6. Further i would wish for a GBU-24 with a normal MK-84 body instead of a BLU-109.
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- immersion improvement
- navy
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When you go into the Special Options tab, and select an aircraft, there is most often a dropdown option on any particular module to set its cockpit livery. However, on the Apache (and P-51 too while mentioning this), creating a new livery in DCS World OpenBeta\Mods\aircraft\AH-64D\Liveries\Cockpit_AH-64D doesn't function correctly. While I can see the new livery I created as an option in the drop-down menu in Special Options, DCS will not render that cockpit ingame, and will only render the 'default' cockpit...despite an otherwise cockpit livery being selected. Oddly, in other modules that have cockpit language options, those will work correctly in DCS. However DCS seems to have an aversion for applying any cockpit livery other than what is installed default with the module. What the result is, while the cockpit livery function is broken, I must hijack the 'default' livery manually, and overwrite it with my own livery. However this requires destroying the default cockpit livery in the process to inject my own. Please fix this for the Apache (and other modules plagued with similar problems).
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Noticed that the trim gauge does not have its glass cover during some retexturing for the gauge face glass. This pink appearance was a solid color fill on id_13_D_FILTR, which doesn't bring anything up on the trim gauge. Also noticeable by looking at the default/unedited gauges at a sharp angle. Comparison between the default RPM (U/min) gauge at an angle and the trim gauge at an angle: