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Custom serial numbers? Nomera+description.lua? I get an orange box :(


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Posted

Hi all, i wonder if you could help me. I'm skinning a MiG-15Bis. What i want to accomplish is doing the main paint, and let the serial number area just blank so when i fly with my squad mates we don't have to download each other skins, but just one skin so numbers are added by Mission Editor. Now, default numbers for russian MiG15 are too big, and when i try to edit the description.lua in order to get the numbers from another skin with its own nomera.dds -or tga- i just get a big orange box instead of a number.

 

For example, two lines from the default description.lua which works fine:

 

{"MiG-15_MAIN_N_R", 0 ,"MiG-15_176GIAP",false};

{"MiG-15_MAIN_N_R", 2 ,"MiG-15_SPEC",true};

{"MiG-15_MAIN_N_R", DECAL ,"Mig-15_nomer_",true};

 

Then i want numbers to like the ones in default Pepelyayev skin (Belsimtek). So then i add that nomera file to my custom skin folder, and edit the description.lua this way:

 

 

{"MiG-15_MAIN_N_R", 0 ,"MiG-15_176GIAP",false};

{"MiG-15_MAIN_N_R", 2 ,"MiG-15_SPEC",true};

{"MiG-15_MAIN_N_R", DECAL ,"mig-15_nomera_pep",true};

 

Well, it seems is not working; is it possible to do something like this? So far i just get a horrible big orange box :cry:

 

Thanks in advance guys!

666GIAP_Chimanov - My Tomcat tribute video, type on youtube browser=> "DCS F-14 Tomcat Symphony"

Posted

Chimango

 

I don't have the MiG so I can't see what files there are, however I can tell you if you get the orange box (aka Texture Missing), means that it can not find the texture. Now this can be due to several reasons, one common one is misspelling... Most files in DCS are case sensitive. Another is whether or not the file in question is in the (Texture).zip or not. If a texture you wish to use is in the zip file, then the condition is 'true', if it is not (its in your skin folder) the condition is 'false'.

  • Like 1
Posted

Thank you very much DeJohn. I will give it a try again and come back to let you know the results. Thanks!

666GIAP_Chimanov - My Tomcat tribute video, type on youtube browser=> "DCS F-14 Tomcat Symphony"

Posted
If a texture you wish to use is in the zip file, then the condition is 'true', if it is not (its in your skin folder) the condition is 'false'.

 

You were spot on! This was the issue, now is been solved so tanks a lot :thumbup:

 

Now, final thing. Do you know the right way to save my custom numbers? I mean the proper size and format? I've tried to modify the default ones (a .tga file) by erasing little parts in photoshop, but when i save the file and go to the SIM those areas are shown white, not transparent. Is it some alpha issue? How could i solve it?

 

Check number tips here:

Sin%20tiacutetulo-2_zpsewvxsh08.jpg

 

Thank you!

666GIAP_Chimanov - My Tomcat tribute video, type on youtube browser=> "DCS F-14 Tomcat Symphony"

Posted

Ok George, i will...but how? I use photoshop. Any tutorial? Link?

 

I usually save my skins in DXT1 (1 bit alpha channel)

666GIAP_Chimanov - My Tomcat tribute video, type on youtube browser=> "DCS F-14 Tomcat Symphony"

Posted

Thank you George, now alpha is ok, no white numbertips. But, even after y repaint the numbers they just show the same than default ones, except number 6. And one weird thing, the number 6 on the left side shows like the edited one (picture), but the one on the right side shows the default one.

 

Anyway, i give up with customizing numbers, thank you for your help anyway.

 

S!

666GIAP_Chimanov - My Tomcat tribute video, type on youtube browser=> "DCS F-14 Tomcat Symphony"

  • 5 months later...
Posted
Thank you George, now alpha is ok, no white numbertips. But, even after y repaint the numbers they just show the same than default ones, except number 6. And one weird thing, the number 6 on the left side shows like the edited one (picture), but the one on the right side shows the default one.

 

Anyway, i give up with customizing numbers, thank you for your help anyway.

 

S!

 

You have to separately set it for each number you want to override.

 

MAIN_N is the first digit on the left side of the fuselage near the nose

MAIN_N_N is the 2nd digit

MAIN_N_N_N is the 3rd digit

MAIN_N_R is the first digit on the right side

MAIN_N_N_R is the 2nd digit on the right side

MAIN_N_N_N_R is the 3rd digit on the right side

 

Thus, to override the numbers, you have to edit 6 lines in description.lua and set them all to point to your new texture file and false.

 

Similarly, the ones with _f3_ in them refer to the alternative BORT number location behind the wing.

 

Edit: Sorry to resurrect an old thread, but I just figured out the above and thought it might help someone else.

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