ensamvarg Posted April 20, 2019 Posted April 20, 2019 (edited) Yes! Seems to be retaining lines and panels. How to? This really is done the same way I showed earlier with Fill layers. :) Do not equate what you see in Photoshop to be an exact rendition in DCS. Because of PBR etc you'll find colors more vivid inside DCS than they may appear in Photoshop. That's why I find Fill layers so great in my workflow because it's easy to adjust while checking in ModelViewer. :) Here is a screenshot of my settings inside PS to get those results I showed earlier. Note that I turned off most weathering EXCEPT the panellines layer. The Fill layer has an opacity of 64% in this example. Edited April 20, 2019 by ensamvarg HeatBlur Template repository
Kolyma Posted April 20, 2019 Posted April 20, 2019 Do not equate what you see in Photoshop to be an exact rendition in DCS. Because of PBR etc you'll find colors more vivid inside DCS than they may appear in Photoshop. Hmm. Maybe this is why I've been stuck on not accepting the dullness in PS without realizing DCS would render it differently. Thanks for the details. I'll experiment a bit later this weekend. Is OK if I'm only using CS6?
Wrench Posted April 20, 2019 Posted April 20, 2019 ensamvarg, that's very clever. I always forget about those little photoshop tricks. This is more of a general question, but here goes: Is there a way to have several skins reference the same files? I'm working up the skins for my vVF, and we are going to have a lot of skins. We have two aircrews, plus occasionally we'll fly as a 4 ship with JESTER. What that means is we end up with 2+ GB of .dds files, most of which are exact replicas of the files for the other skins, specifically everything but EXT_01 and EXT_02, and the helmets. So What I'd really like to do is have a folder with all of the dds files in it, and load from that for each skin. I know how to use a subdirectory, but that won't really work for me in this case as the directory the dds files would be would not be a subdirectory of the folder with the description.lua, but rather in the same directory. Man I hope that made sense lol. Carrier Script.
ensamvarg Posted April 20, 2019 Posted April 20, 2019 Hmm. Maybe this is why I've been stuck on not accepting the dullness in PS without realizing DCS would render it differently. Thanks for the details. I'll experiment a bit later this weekend. Is OK if I'm only using CS6? End result should be the same but I haven’t used CS6 in a long time so I can’t say for sure. Sent from my iPhone using Tapatalk HeatBlur Template repository
ensamvarg Posted April 20, 2019 Posted April 20, 2019 ensamvarg, that's very clever. I always forget about those little photoshop tricks. This is more of a general question, but here goes: Is there a way to have several skins reference the same files? I'm working up the skins for my vVF, and we are going to have a lot of skins. We have two aircrews, plus occasionally we'll fly as a 4 ship with JESTER. What that means is we end up with 2+ GB of .dds files, most of which are exact replicas of the files for the other skins, specifically everything but EXT_01 and EXT_02, and the helmets. So What I'd really like to do is have a folder with all of the dds files in it, and load from that for each skin. I know how to use a subdirectory, but that won't really work for me in this case as the directory the dds files would be would not be a subdirectory of the folder with the description.lua, but rather in the same directory. Man I hope that made sense lol. Hmmm. I've never tried that since in our case there would be other things changing per livery such as the BuNo so you would have to have multiple copies of most dds files anyway. I can look in to it and see if there is a way to do what you're wanting. I know if you leave out references in the .lua it will grab the default DDS from the f14 texture folder. HeatBlur Template repository
Wrench Posted April 20, 2019 Posted April 20, 2019 Yeah, what I'm specifically trying to load form a common directory are the HB_F14_EXT_03 HB_F14_EXT_04 HB_F14_EXT_TAIL HB_F14_LOD1_3in1 HB_F14_EXT_PILOT_SUIT I'm testing right now to see if the old autoexec trick still works, but I'd rather not have to do it that way as it isn't as easy to install that way. Carrier Script.
uri_ba Posted April 20, 2019 Posted April 20, 2019 Description.lua takes filename. Have you tried relative path in the filename? "../common/HB_F14_EXT_03" for example It should be legit in lua, but I don't know if DCS deals with it. Creator of Hound ELINT script My pit building blog Few DIY projects on Github: DIY Cougar throttle Standalone USB controller | DIY FCC3 Standalone USB Controller
Wrench Posted April 20, 2019 Posted April 20, 2019 (edited) That will work, but you can only have one description.lua in each directory. so the file structure would be like this: liveries/ Common/ skinPart1.dds skinPart2.dds skinPart3.dds [...] customSkin1/ description.lua customSkin2/ description.lua customSkin2/ description.lua So the issue is you have to jump out of the skin directory, and into the common directory, which I have yet to figure out. Edited April 20, 2019 by Wrench Carrier Script.
eatthis Posted April 20, 2019 Posted April 20, 2019 My Royal Navy tomcat first draft is complete and I have uploaded to the user files just waiting for it to clear. Is this available? 7700k @5ghz, 32gb 3200mhz ram, 2080ti, nvme drives, valve index vr
ensamvarg Posted April 20, 2019 Posted April 20, 2019 Yeah, what I'm specifically trying to load form a common directory are the HB_F14_EXT_03 HB_F14_EXT_04 HB_F14_EXT_TAIL HB_F14_LOD1_3in1 HB_F14_EXT_PILOT_SUIT I'm testing right now to see if the old autoexec trick still works, but I'd rather not have to do it that way as it isn't as easy to install that way. If you do not change the LOD_3in1 you will get the same numbers and helmets etc on all aircraft when viewed at a distance. You definitely do not want to keep that common. That one should be saved out as BC1 and shouldn’t take a whole lot of space though. Sent from my iPhone using Tapatalk HeatBlur Template repository
Wrench Posted April 20, 2019 Posted April 20, 2019 We all play in VR so the helmets aren't really legible at the distance where they change. Good looking out though. Carrier Script.
ensamvarg Posted April 20, 2019 Posted April 20, 2019 We all play in VR so the helmets aren't really legible at the distance where they change. Good looking out though. I see. It will retain the modex and tail etc of the original as well but I don’t know if you’re able to see those on the wings and sides in VR as I don’t use that. :) Sent from my iPhone using Tapatalk HeatBlur Template repository
uri_ba Posted April 20, 2019 Posted April 20, 2019 That will work, but you can only have one description.lua in each directory. so the file structure would be like this: liveries/ Common/ skinPart1.dds skinPart2.dds skinPart3.dds [...] customSkin1/ description.lua customSkin2/ description.lua customSkin2/ description.lua So the issue is you have to jump out of the skin directory, and into the common directory, which I have yet to figure out. Correct, hence the relative path thingy in the lua (if it works) The common holds all the base files needed, no description.lua Each skin has a lua file and the unique to that skin Creator of Hound ELINT script My pit building blog Few DIY projects on Github: DIY Cougar throttle Standalone USB controller | DIY FCC3 Standalone USB Controller
Wrench Posted April 20, 2019 Posted April 20, 2019 The trouble is if you use ../common/HB_F14_EXT_03 it'll look for the file in liveries/customskin1/common Carrier Script.
uri_ba Posted April 20, 2019 Posted April 20, 2019 The two points should tell it to look on folder up first. Again can't say if it really works or not. Creator of Hound ELINT script My pit building blog Few DIY projects on Github: DIY Cougar throttle Standalone USB controller | DIY FCC3 Standalone USB Controller
Wrench Posted April 20, 2019 Posted April 20, 2019 actually, it does work. {"HB_F14_EXT_03", 0 ,"../StingraysCommon/SR_F14_EXT_03",false}; Thanks much! Carrier Script.
Kroll Posted April 20, 2019 Posted April 20, 2019 https://forums.eagle.ru/showthread.php?t=233050 F-14 B pics
Kroll Posted April 20, 2019 Posted April 20, 2019 F-14A Pics https://forums.eagle.ru/showthread.php?t=233051
uri_ba Posted April 20, 2019 Posted April 20, 2019 actually, it does work. {"HB_F14_EXT_03", 0 ,"../StingraysCommon/SR_F14_EXT_03",false}; Thanks much! Sweet, good to know! Creator of Hound ELINT script My pit building blog Few DIY projects on Github: DIY Cougar throttle Standalone USB controller | DIY FCC3 Standalone USB Controller
ensamvarg Posted April 20, 2019 Posted April 20, 2019 Nice detective work guys! Sent from my iPhone using Tapatalk HeatBlur Template repository
Wrench Posted April 20, 2019 Posted April 20, 2019 I had tried that before, but my dumb*expletive deleted* only put in one period. >.> Carrier Script.
Wing Posted April 20, 2019 Posted April 20, 2019 Where can I find the TEXT layer for pilot/rio aircrew names in the vfa103 low vis texture? I see there is a TEXT layer for the high vis... but nothing for the low vis. Am I missing something? www.v303rdFighterGroup.com | v303 FG Discord
Swordsman422 Posted April 20, 2019 Posted April 20, 2019 More progress work on the VF-102 OEF line jets. I'm in the tedium of modex numbers and BuNos now. Probably have V1.0 done by Sunday evening.
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