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Cockpit texture question...


jocko417
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Is it possible to add replacement textures for the 3D cockpit in the various livery folders?

 

I've changed some stuff but don't know a) the official naming convention for the various cockpit texture files for use in the description.lua file, b) whether or not it works at all... or is it a case of one cockpit for all, by replacing the files in the f-86f/Textures folder, like what I've been doing for personal use.

 

Would be cool to have the cockpit match the skin without having to replace the default textures each time a skin is selected.

 

Thanks!

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Yes, I know about Grizzly's cockpit textures. Like mine, you have to back up your originals and dump the new ones into the Textures folder for the F-86. What I'm asking is, is it possible to assign the textures via the description.lua file for each livery, so you don't have to have one cockpit for all skins.

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This is the only thing I found,

http://forums.eagle.ru/showthread.php?t=114953

 

 

I tried to setup that way and it didnt work in ModelViewer, But it might ingame.

 

Cockpit Material Names and textures:

	{"F-86F_Texture_AI_Shadow", 0 ,"F-86F_AI-Sh",false};
{"F-86F_Texture_glass_Z1", 0 ,"f-86f_cockpit_glass",false};
{"F-86F_Texture_glass_Z1", 1 ,"f-86f_cpt_glass_norm",false};
{"F-86F_Texture_ILS", 0 ,"f-86f_cockpit_ils",false};
{"F-86F_Texture1", 0 ,"f-86f_cockpit_texture1",false};
{"F-86F_Texture2", 0 ,"f-86f_cockpit_texture2",false};
{"F-86F_Texture3", 0 ,"f-86f_cockpit_texture3",false};
{"F-86F_Texture4_SI_COMPASS", 0 ,"f-86f_cockpit_texture4",false};
{"F-86F_Texture4_SI", 0 ,"f-86f_cockpit_texture4",false};
{"F-86F_Texture4_SI_Group1", 0 ,"f-86f_cockpit_texture4",false};
{"F-86F_Texture5", 0 ,"f-86f_cockpit_texture5",false};
{"F-86F_Texture6", 0 ,"f-86f_cockpit_texture6",false};
{"F-86F_Texture7", 0 ,"f-86f_cockpit_texture7",false};
{"F-86F_Texture8", 0 ,"f-86f_cockpit_texture8",false};	
{"F-86F_Texture9", 0 ,"f-86f_cockpit_texture9",false};	
{"F-86F_Texture10_SI", 0 ,"f-86f_cockpit_texture10",false};
{"F-86F_Texture11", 0 ,"f-86f-cockpit_texture11",false};

 

 

So... Going by that Guide, it maybe possible to add Custom Pit Textures to each Livery.

 

I'm out of time for today, but someone else can prolly try and follow that guide, to see if it works in game.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill,

X470 Taichi Ultimate, R7970 Lightning @ 1.2 / 6 GHz Memory

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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This should be fun, still some bugs to work out but here's the general idea - radio call placard will match serial number of aircraft flown...

 

dcs2014-09-2120-57-23-17_zps7620e3c5.jpg

 

 

Canucked the left console, grey throttle and flap lever, black knobs, added fueling placard, etc.

 

dcs2014-09-2120-58-12-51_zps6fdc83fe.jpg

 

 

Still some stuff to change/add. :)

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This is the only thing I found,

http://forums.eagle.ru/showthread.php?t=114953

 

 

I tried to setup that way and it didnt work in ModelViewer, But it might ingame.

 

Cockpit Material Names and textures:

    {"F-86F_Texture_AI_Shadow", 0 ,"F-86F_AI-Sh",false};
   {"F-86F_Texture_glass_Z1", 0 ,"f-86f_cockpit_glass",false};
   {"F-86F_Texture_glass_Z1", 1 ,"f-86f_cpt_glass_norm",false};
   {"F-86F_Texture_ILS", 0 ,"f-86f_cockpit_ils",false};
   {"F-86F_Texture1", 0 ,"f-86f_cockpit_texture1",false};
   {"F-86F_Texture2", 0 ,"f-86f_cockpit_texture2",false};
   {"F-86F_Texture3", 0 ,"f-86f_cockpit_texture3",false};
   {"F-86F_Texture4_SI_COMPASS", 0 ,"f-86f_cockpit_texture4",false};
   {"F-86F_Texture4_SI", 0 ,"f-86f_cockpit_texture4",false};
   {"F-86F_Texture4_SI_Group1", 0 ,"f-86f_cockpit_texture4",false};
   {"F-86F_Texture5", 0 ,"f-86f_cockpit_texture5",false};
   {"F-86F_Texture6", 0 ,"f-86f_cockpit_texture6",false};
   {"F-86F_Texture7", 0 ,"f-86f_cockpit_texture7",false};
   {"F-86F_Texture8", 0 ,"f-86f_cockpit_texture8",false};    
   {"F-86F_Texture9", 0 ,"f-86f_cockpit_texture9",false};    
   {"F-86F_Texture10_SI", 0 ,"f-86f_cockpit_texture10",false};
   {"F-86F_Texture11", 0 ,"f-86f-cockpit_texture11",false};

So... Going by that Guide, it maybe possible to add Custom Pit Textures to each Livery.

 

I'm out of time for today, but someone else can prolly try and follow that guide, to see if it works in game.

 

So the description.lua file can override cockpit textures already in game withouth replacing the zipped file ...is it right?

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It will only work in the CPT Textures folder/zip if you name it the same as the original. Back up your original first. It also means EVERY skin you use will use this new texture, unless:

 

You put it in the same livery folder as whatever skin you want to use. Just add the line

 

{"F-86F_Texture1", 0 ,"whatever",false},

 

to your description.lua file, where "whatever" is the name of your new texture. The number 1 in this case refers to the main instrument panel texture.


Edited by jocko417
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I Want to use my Luftwaffe Sabres with the Canadier design Cockpit.

The new Cockpit Skin must in the Skin folder from the Plane?

And than this in the Description lua

{"F-86F_Texture1", 0 ,"whatever",false},

 

Yes. If you put new cockpit textures into your LW skin folders and add the above line to the description.lua, you will see the new cockpit texture only for the LW skins.

 

But, if you put the new cockpit textures into the F-86F-35-CPT-TEXTURES folder, you will see the new textures for ALL skins.

 

Hope this helps :)

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{"F-86F_Texture1", 0 ,"whatever",false},

Just to understand some lua code....

"F-86F_Texture1" is the DCS predefined name for an assigned texture

0 What does it mean?

"whatever" is the name of my custom texture without extension

false What does it mean?

 

Thanks for feeback and explanation

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Just to understand some lua code....

"F-86F_Texture1" is the DCS predefined name for an assigned texture

0 What does it mean?

"whatever" is the name of my custom texture without extension

false What does it mean?

 

Thanks for feeback and explanation

 

Correct.

 

0 = diffuse texture (colours, markings, etc.)

1= normal map (3D effect on panel seams, rivets, etc.)

2 = specular map (how dull or shiny or reflective the finish is)

3 = decals

 

"False" tells the game to use the appropriate texture from the livery folder the description file is in. "True" means use the default texture from the f-86 textures folder. You can save some work by just including "false" lines about the textures you want to change, and not write out "true" lines, as the game will load default textures unless told otherwise.

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