Shaman Posted October 15, 2006 Posted October 15, 2006 What I'm trying to do is having brand new nomera.tga packed into brand bew .cdds and having that file loaded over default nomera.tga that is in WorldTexturesTGA.cdds. Do you have any idea how to do that? I've created a single .cdds file with new nomera.tga that is in 512x256 resolution. Then I added it at the bottom of my TextureCollections list, no effect. I tried to put it on the top of this list, still no effect. Any ideas? 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
PFMM Posted October 15, 2006 Posted October 15, 2006 Note that the line highFolder = ".\\Bazar\\TempTextures\\"; means that any nomera.tga file in your tempTexures folder will be loaded regardless of the order of the other common entries. So make sure your TempTextures directory is empty. Beyond that, the first texture reference in the list is loaded first with any other references to that texture further down the list ignored.
Shaman Posted October 15, 2006 Author Posted October 15, 2006 Thanks for your reply. Yes! This is what I thought first. There's no Nomera.tga in TempTextures folder, but still my new .CDDS with new file even if it is on top of the list doesn't override old nomera.tga from WorldTexturesTGA.cdds. Maybe my .CDDS file is corrupted? I don't know, this ED's CDDS maker is crazy - at least when it comes to single TGA file :D I've attached it to this post. { highFolder = ".\\Bazar\\TempTextures\\"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesBMP.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesTGA.cdds"; spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprBMP.cdds"; spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprTGA.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumBMP.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumTGA.cdds"; autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutBMP.cdds"; autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutTGA.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinBMP.cdds"; winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinTGA.cdds"; common = ".\\Bazar\\Terrain\\Surface\\High\\MapTexturesBMP.cdds"; common = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds"; common = ".\\Bazar\\World\\TexturesBMP_weapons.cdds"; [b]common = ".\\Bazar\\World\\nomeramod.cdds";[/b] common = ".\\Bazar\\World\\WorldTexturesTGA2.cdds"; common = ".\\Bazar\\World\\WorldTexturesTGA.cdds"; common = ".\\Bazar\\World\\WorldTexturesBMP2.cdds"; common = ".\\Bazar\\World\\WorldTexturesBMP.cdds"; common = ".\\Bazar\\World\\WorldTexturesBMP1.cdds"; common = ".\\Bazar\\World\\ShipTexturesBMP.cdds"; common = ".\\Bazar\\World\\ShipTexturesTGA.cdds"; common = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds"; common = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds"; common = ".\\Bazar\\Effects\\effects.cdds"; common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesBMP.cdds"; common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesTGA.cdds"; common = ".\\Bazar\\World\\WorldTexturesTGA1.cdds"; common = ".\\Bazar\\World\\walmisWeapons.cdds"; } PS. The file I inserted into nomeramod.cdds was made by =FV=MADnomeramod.cdds.zip 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
TekaTeka Posted October 15, 2006 Posted October 15, 2006 Your nomeramod.cdds is broken. CDDS Browser can not see the textures inside. Edit: It's not cdds but dds. TekaTeka from Japan [sIGPIC][/sIGPIC] Visit my site Beyond Visual Range.
Shaman Posted October 15, 2006 Author Posted October 15, 2006 I see.. that is what I was affraid of. Still it weights more then original TGA file so I though - cool it worked. Because when I followed ED's readme while creating CDDS file using their GUI, final CDDS file weighted just few bytes, which was like 1000x less then original file and of course didn't work. So then I tried to build CDDS using command prompt only.. this is my best result. Any idea how to build CDDS file from a single TGA file? I pretty much tried everything :( 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
TekaTeka Posted October 15, 2006 Posted October 15, 2006 Try this cdds.nomeramod.zip TekaTeka from Japan [sIGPIC][/sIGPIC] Visit my site Beyond Visual Range.
Shaman Posted October 15, 2006 Author Posted October 15, 2006 Problem is each time I try to [build CDDS] file even from multiple TGA or BMP files, that command prompt pops up just for a split second and at the end I'm left without no CDDS file. It just doesn't want to save that damn .cdds file. What is up with that. TexToDDs.log TexToDDs.exe -noise <Source Tga file> <Dest dds file> <alpha decrease by miplevel> TexToDDs.exe <InDir> <extention> <OutDir> TexToDDs.exe -complex <InDir> <extention> <CDDS FileName> TexToDDs.exe -dump <CDDS FileName> <OutDir> TexToDDs.exe -single FileName format mip outfilename TexToDDs.exe -xml <Project FileName> <CDDS FileName> 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
Shaman Posted October 15, 2006 Author Posted October 15, 2006 Try this cdds. w00t! HOW? :blink: 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
TekaTeka Posted October 15, 2006 Posted October 15, 2006 Problem is each time I try to [build CDDS] file even from multiple TGA or BMP files, that command prompt pops up just for a split second and at the end I'm left without no CDDS file. It just doesn't want to save that damn .cdds file. What is up with that. Please read here. http://www.lockon-models.com/index.php?showtopic=47 TekaTeka from Japan [sIGPIC][/sIGPIC] Visit my site Beyond Visual Range.
TekaTeka Posted October 15, 2006 Posted October 15, 2006 w00t! HOW? :blink: I made the new cdds from the tga =FV=MAD made. Unzip it and place in \Bazar\World. TekaTeka from Japan [sIGPIC][/sIGPIC] Visit my site Beyond Visual Range.
Shaman Posted October 15, 2006 Author Posted October 15, 2006 Please read here. http://www.lockon-models.com/index.php?showtopic=47 Oh, Thanks! :cheer3nc: Now I understand what the hell was happening. I had that damn space in the directory tree where CDDS studio was located. 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
TekaTeka Posted October 15, 2006 Posted October 15, 2006 By the way, the dds conversion of the CDDS Studio is not very good. TGA files' alpha channel will be messed up. To prevent this, change the format from 'D3DFMT_DXT5' to 'D3DFMT_DXT2' or 'D3DFMT_DXT3' in the CDDS Studio. Or convert TGAs to dds by other tools and replace dds in the cdds with them. Recommended tools: DDS Converter LO texture tool TekaTeka from Japan [sIGPIC][/sIGPIC] Visit my site Beyond Visual Range.
Shaman Posted October 15, 2006 Author Posted October 15, 2006 Roger that. I will try that. I already noticed that while "red star" was displayed correctly, the numbers were kinda broken. Overally the purpose of me trying to put high quality NOMERAs into CDDS is to workaround one issue. I don't know if you noticed but if you put high quality NOMERA files into TempTextures folder, runway designation numbers keep turning black and white and when you're approaching. It is some mipmap filtering issue or something. I'm not really sure. Also the numbers on the aircrafts, if you just pan camera out a little they get blurry very quickly and look at this kind of distances much worse then default NOMERA textures. These high quality NOMERAs are pretty much unreadable during formation flights where you stay a bit separated. 51PVO Founding member (DEC2007-) 100KIAP Founding member (DEC2018-) :: Shaman aka [100☭] Shamansky tail# 44 or 444 [sIGPIC][/sIGPIC] 100KIAP Regiment Early Warning & Control officer
Deadman Posted October 15, 2006 Posted October 15, 2006 I redrew all the nomera files they are on Loclon files 7th one down http://www.lockonfiles.com/modules.php?name=Downloads&d_op=viewdownload&cid=123#cat the easyest way is to pack them in to a cdds file then reinstall them with modman or the cdds broser in to the CDDS file and they look fine https://forum.dcs.world/topic/133818-deadmans-cockpit-base-plans/#comment-133824 CNCs and Laser engravers are great but they can't do squat with out a precise set of plans.
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