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F-16 Official template


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Thanks Zero,

 

Looking at my pics I think I need to find the TER dds and give it a make over as well.

 

:weight_lift_2:

 

Guess I better get looking.

Send lawyers, guns and money......... for the …. has hit the fan.

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Hello Everyone,

Just noticed there is a "Sticky" topic for F-16C templates so I'll re-post here. Sorry for duplication. :)

 

I'm having difficulties with exporting the "Main_2_Template" PSD file to a DDS file. I'm using Photoshop with the Nvidia plug-in and applying the DXT5 ARGB 8 bpp / interpolated alpha settings. The resulting DDS file is very dark in comparison to the original PSD template as displayed in the Model Viewer. All of the other F-16C PSD templates seem to come through the export satisfactory except for F16_bl50_Main_2_Template.psd. The attached images display the original template, the export settings, the resulting DDS file, and the livery as seen in the Model Viewer. Any assistance would be greatly appreciated.

Cheers!

- CraigNT

 

 

98000439_10158612916853648_4818611744542818304_o.jpg?_nc_cat=101&_nc_sid=8024bb&_nc_ohc=qboAK6SbQmEAX8wVRnn&_nc_ht=scontent.fhhr1-2.fna&oh=e9341383c597fac8a0b8348cb28466e1&oe=5EE8F9CC

 

99150388_10158612917773648_8268737704741568512_n.jpg?_nc_cat=101&_nc_sid=8024bb&_nc_ohc=f4_AQP4l504AX-F3m_I&_nc_ht=scontent.fhhr1-2.fna&oh=71d8ca5d4b77f4abe48a78b503e05f55&oe=5EE74C8E

 

98308987_10158612918328648_5754129022602706944_n.jpg?_nc_cat=101&_nc_sid=8024bb&_nc_ohc=sWI5kEDI8xMAX8V7PyN&_nc_ht=scontent.fhhr1-2.fna&oh=a993762cfd66eb8e35bd066129b496a2&oe=5EE860CA

 

97781922_10158612919418648_2096162967815979008_o.jpg?_nc_cat=111&_nc_sid=8024bb&_nc_ohc=2DmVlT-9sVEAX_s2tPn&_nc_ht=scontent.fhhr1-1.fna&_nc_tp=6&oh=0239d92518e3fb2a2af679c9251497c6&oe=5EE7C8CC


Edited by craignt
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I have heard of a similar problem before and it was due to an issue of the early version of the template. It was then re-uploaded and the issue was gone.

 

Make sure you have the latest version of the template.

 

Apart from that, I personally use the intel textureworks plugin and not the nvidia one.

Here are my export settings:

unknown.png

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not yet...

I confirm the model viewer malfunction

 

Some of the entry names were changed to:

 

F16_bl50_FIN_BORT_NUMBER

 

F16_bl50_MAT1_BORT_NUMBER

 

This brings back the ones on the tail fin to a pre-patch state:

 

{"F16_bl50_FIN_BORT_NUMBER",0,"f16_bl50_tail_IAF_117",false};

{"F16_bl50_FIN_BORT_NUMBER",1,"f16_bl50_kil_normal",true};

{"F16_bl50_FIN_BORT_NUMBER",ROUGHNESS_METALLIC,"f16_bl50_tail_IAF_117_RoughMet",

false};

{"F16_bl50_FIN_BORT_NUMBER",DECAL,"IAF stencil 117",false};

 

The variable responsible for the position of the numbers on the tail is still unknown to me.

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F-16 is the only model the modelviewer can't make a livery LUA for.

 

Log error:

[font=DejaVu Sans Mono]48.2161    ERROR      UNIMODELDESC    Can't load model c:/program files/eagle dynamics/dcs world openbeta/coremods/aircraft/f-16c/shapes/f-16c_bl50.edm. Reason: Expected render node id, got model::NumberNode.[/font]

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Some of the entry names were changed to:

 

F16_bl50_FIN_BORT_NUMBER

 

F16_bl50_MAT1_BORT_NUMBER

 

This brings back the ones on the tail fin to a pre-patch state:

 

{"F16_bl50_FIN_BORT_NUMBER",0,"f16_bl50_tail_IAF_117",false};

{"F16_bl50_FIN_BORT_NUMBER",1,"f16_bl50_kil_normal",true};

{"F16_bl50_FIN_BORT_NUMBER",ROUGHNESS_METALLIC,"f16_bl50_tail_IAF_117_RoughMet",

false};

{"F16_bl50_FIN_BORT_NUMBER",DECAL,"IAF stencil 117",false};

 

The variable responsible for the position of the numbers on the tail is still unknown to me.

 

How did you get this to work?! No luck here.

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How did you get this to work?! No luck here.

 

--F16_bl50_MAT1_BORT_NUMBER_DECAL
   {"F16_bl50_MAT1_BORT_NUMBER_DECAL",	0,	                "empty",		true};
{"F16_bl50_MAT1_BORT_NUMBER_DECAL",	1,	                "f16_bl50_main_1_normal",	true};
{"F16_bl50_MAT1_BORT_NUMBER_DECAL",	ROUGHNESS_METALLIC,	"F16_bl50_Main_1_IAF_RoughMet", false};
{"F16_bl50_MAT1_BORT_NUMBER_DECAL",	DECAL,	            "empty", true};

--F16_bl50_MAT1_BORT_NUMBER
   {"F16_bl50_MAT1_BORT_NUMBER",	0,	                "empty",		true};
{"F16_bl50_MAT1_BORT_NUMBER",	1,	                "f16_bl50_main_2_normal",	true};
{"F16_bl50_MAT1_BORT_NUMBER",	ROUGHNESS_METALLIC,	"F16_bl50_Main_2_IAF_RoughMet", false};
{"F16_bl50_MAT1_BORT_NUMBER",	DECAL,	            "empty", true};

--F16_bl50_MAT1_BORT_NUMBER_X100
{"F16_bl50_MAT1_BORT_NUMBER_X100", DIFFUSE, "empty", true};
{"F16_bl50_MAT1_BORT_NUMBER_X100", NORMAL_MAP, "f16_bl50_main_2_normal", true};
{"F16_bl50_MAT1_BORT_NUMBER_X100", ROUGHNESS_METALLIC, "F16_bl50_Main_2_IAF_RoughMet", false};
{"F16_bl50_MAT1_BORT_NUMBER_X100", DECAL, "empty", true};

--f16_bort_number
   {"f16_bort_number",	0,	                "f16_bl50_main_2_IAF",			false};
{"f16_bort_number",	1,	                "f16_bl50_main_2_normal",	true};
{"f16_bort_number",	ROUGHNESS_METALLIC,	"f16_bl50_main_2_IAF_RoughMet", false};
{"f16_bort_number",	DECAL,	            "empty", true};

--f16c intake
   {"F16_bl50_INTAKE_BORT_NUMBER",0,"f16_bl50_main_3_IAF",false};
{"F16_bl50_INTAKE_BORT_NUMBER",1,"f16_bl50_main_3_normal",true};
{"F16_bl50_INTAKE_BORT_NUMBER",ROUGHNESS_METALLIC,"f16_bl50_main_3_IAF_RoughMet",false};
{"F16_bl50_INTAKE_BORT_NUMBER",DECAL,"IAF stencil intake",false};
-- fin bort number
{"F16_bl50_FIN_BORT_NUMBER",	0,"f16_bl50_tail_IAF_117",	false};
{"F16_bl50_FIN_BORT_NUMBER",	1,"f16_bl50_kil_normal",	true};
{"F16_bl50_FIN_BORT_NUMBER",	ROUGHNESS_METALLIC,	"f16_bl50_tail_IAF_117_RoughMet",	false};
{"F16_bl50_FIN_BORT_NUMBER",	DECAL,	            "IAF stencil 117",	false};


 

This is what I did to bring it back to the state before the patch, plus enabling the intake bort numbers (all of those replace the old bort number entries entirely). I assume there is an additional parameter responsible for the position.


Edited by BarTzi
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--F16_bl50_MAT1_BORT_NUMBER_DECAL
   {"F16_bl50_MAT1_BORT_NUMBER_DECAL",    0,                    "empty",        true};
   {"F16_bl50_MAT1_BORT_NUMBER_DECAL",    1,                    "f16_bl50_main_1_normal",    true};
   {"F16_bl50_MAT1_BORT_NUMBER_DECAL",    ROUGHNESS_METALLIC,    "F16_bl50_Main_1_IAF_RoughMet", false};
   {"F16_bl50_MAT1_BORT_NUMBER_DECAL",    DECAL,                "empty", true};
   
--F16_bl50_MAT1_BORT_NUMBER
   {"F16_bl50_MAT1_BORT_NUMBER",    0,                    "empty",        true};
   {"F16_bl50_MAT1_BORT_NUMBER",    1,                    "f16_bl50_main_2_normal",    true};
   {"F16_bl50_MAT1_BORT_NUMBER",    ROUGHNESS_METALLIC,    "F16_bl50_Main_2_IAF_RoughMet", false};
   {"F16_bl50_MAT1_BORT_NUMBER",    DECAL,                "empty", true};

--F16_bl50_MAT1_BORT_NUMBER_X100
   {"F16_bl50_MAT1_BORT_NUMBER_X100", DIFFUSE, "empty", true};
   {"F16_bl50_MAT1_BORT_NUMBER_X100", NORMAL_MAP, "f16_bl50_main_2_normal", true};
   {"F16_bl50_MAT1_BORT_NUMBER_X100", ROUGHNESS_METALLIC, "F16_bl50_Main_2_IAF_RoughMet", false};
   {"F16_bl50_MAT1_BORT_NUMBER_X100", DECAL, "empty", true};

--f16_bort_number
   {"f16_bort_number",    0,                    "f16_bl50_main_2_IAF",            false};
   {"f16_bort_number",    1,                    "f16_bl50_main_2_normal",    true};
   {"f16_bort_number",    ROUGHNESS_METALLIC,    "f16_bl50_main_2_IAF_RoughMet", false};
   {"f16_bort_number",    DECAL,                "empty", true};

--f16c intake
   {"F16_bl50_INTAKE_BORT_NUMBER",0,"f16_bl50_main_3_IAF",false};
   {"F16_bl50_INTAKE_BORT_NUMBER",1,"f16_bl50_main_3_normal",true};
   {"F16_bl50_INTAKE_BORT_NUMBER",ROUGHNESS_METALLIC,"f16_bl50_main_3_IAF_RoughMet",false};
   {"F16_bl50_INTAKE_BORT_NUMBER",DECAL,"IAF stencil intake",false};
-- fin bort number
{"F16_bl50_FIN_BORT_NUMBER",    0,"f16_bl50_tail_IAF_117",    false};
   {"F16_bl50_FIN_BORT_NUMBER",    1,"f16_bl50_kil_normal",    true};
   {"F16_bl50_FIN_BORT_NUMBER",    ROUGHNESS_METALLIC,    "f16_bl50_tail_IAF_117_RoughMet",    false};
   {"F16_bl50_FIN_BORT_NUMBER",    DECAL,                "IAF stencil 117",    false};


This is what I did to bring it back to the state before the patch, plus enabling the intake bort numbers (all of those replace the old bort number entries entirely). I assume there is an additional parameter responsible for the position.

 

 

I did these you posted but still getting that "AF 91" on the fin. Any ideas?

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I did these you posted but still getting that "AF 91" on the fin. Any ideas?

 

Yes:

 

--F16_bl50_FIN_DECAL
   {"F16_bl50_FIN_DECAL",	0,	              "f16_bl50_tail_IAF_117",				false};
{"F16_bl50_FIN_DECAL",	1,	                "f16_bl50_kil_normal",		true};
{"F16_bl50_FIN_DECAL",	ROUGHNESS_METALLIC,	"f16_bl50_tail_IAF_117_roughmet",	false};
{"F16_bl50_FIN_DECAL",	DECAL,	            "empty",	true};

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Yes:

 

--F16_bl50_FIN_DECAL
   {"F16_bl50_FIN_DECAL",	0,	              "f16_bl50_tail_IAF_117",				false};
{"F16_bl50_FIN_DECAL",	1,	                "f16_bl50_kil_normal",		true};
{"F16_bl50_FIN_DECAL",	ROUGHNESS_METALLIC,	"f16_bl50_tail_IAF_117_roughmet",	false};
{"F16_bl50_FIN_DECAL",	DECAL,	            "empty",	true};

Thanks! It works now. I deleted the old lines and forgot about this!

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This is what I did to bring it back to the state before the patch, plus enabling the intake bort numbers (all of those replace the old bort number entries entirely). I assume there is an additional parameter responsible for the position.

 

Interesting, so they did a rollback. In a way makes sense but now each one can't use its own individual texture. At least it's less code to read now. Good find, thanks!

 

F16_bl50_MAT1_BORT_NUMBER - Nose L/R

F16_bl50_MAT1_BORT_NUMBER_X100 - Nose extra 0 L/R

F16_bl50_MAT1_BORT_NUMBER_DECAL - Refueling door number

F16_bl50_INTAKE_BORT_NUMBER - Intake L/R

F16_bl50_FIN_BORT_NUMBER - Tail L/R


Edited by Tailhook

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  • ED Team

Hello everyone. on f-16 we run in new side numbers which should increase the FPS compared to the old technology and reduce the amount of editing in the liveries file.

there are pluses to the possibility of expanding the number of acquaintances and switching the types of numbers from the liveries file.

 

 

 

on animation of board numbers

1. display the main board number. argument 1000 and the corresponding value. (0.0 - by default. 0.1, 0.2, 0.3 - other positions - see the picture) we can add a few more https://gyazo.com/ea4a9a7b02b5bb6e36419e7e7496db4f

2. display the number on the back at the refueling cap. argument 1001 (0.0 by default - drawn, 1.0 - not drawn)

3. Display the type of number on the air intake. argument 1002 (0.0 is two-digit, 0.1 is three-digit)

4. Display the bow number. argument 1003 (0.0 is drawn. 1.0 is not drawn)

 

 

to control the board numbers added lines to the file

https://gyazo.com/57a0238a3e41525481ba544d0b79eeb6

description.lua

" Умное выражение лица - это еще не признак ума. Все глупости на Земле делаются именно с этим выражением лица..."

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Hello everyone. on f-16 we run in new side numbers which should increase the FPS compared to the old technology and reduce the amount of editing in the liveries file.

there are pluses to the possibility of expanding the number of acquaintances and switching the types of numbers from the liveries file.

 

 

 

on animation of board numbers

1. display the main board number. argument 1000 and the corresponding value. (0.0 - by default. 0.1, 0.2, 0.3 - other positions - see the picture) we can add a few more https://gyazo.com/ea4a9a7b02b5bb6e36419e7e7496db4f

2. display the number on the back at the refueling cap. argument 1001 (0.0 by default - drawn, 1.0 - not drawn)

3. Display the type of number on the air intake. argument 1002 (0.0 is two-digit, 0.1 is three-digit)

4. Display the bow number. argument 1003 (0.0 is drawn. 1.0 is not drawn)

 

 

to control the board numbers added lines to the file

https://gyazo.com/57a0238a3e41525481ba544d0b79eeb6

 

Thank you so much for explaining this!

 

I have two additional questions:

 

1. I'm struggling with aligning logos that cover the entire tail fin - they always seem to have an angle when covering the rudder. Do you happen to know the angle between those parts or have any tips on how to place textures that cover the entire tail correctly?

 

vynWCbH.png

 

2. Will the template be updated to reflect the recent changes to the tail texture?

 

One example is that area, which seems to be mapped to somewhere else now:

lHQafo8.png

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These constant "bort number" change is a disrespect for those that spend hours creating textures for DCS. I sincerely hope ED stops "inventing" the numbers designation over and over and having us guess how to remove them. I understand ED doesn't support mods, but they can at least explain how to change these particular lines in the lua file.

"The natural function of the wing is to soar upwards and carry that which is heavy up to the place where dwells the race of gods.

More than any other thing that pertains to the body it partakes of the nature of the divine." — Plato, Phaedrus.

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Hi, can someone tell me how to remove the tail number and refuel board number? The old lines don't work anymore. Unfortunately my knowledge of how these lines work is very limited...^^ :helpsmilie:

 

That's pretty easy with the new system now, really:

 

1. Say you don't want to show *any* custom numbers, then you delete the whole bort no. wall of text and add

 

custom_args =

{

 

[1000] = 1.0, -- change of type of board number (0.0 -default USA, 0.1, 0.2, 0.3, 1.0 not drawn)

[1001] = 1.0, -- vis refuel board number (0.0 drawn, 1.0 not drawn)

[1002] = 1.0, -- change of type intake board number (0.0 two digits, 0.1 three digits, 1.0 not drawn)

[1003] = 1.0, -- vis nouse board number (0.0 drawn, 1.0 not drawn)

}

 

Poof, all custom numbers are gone.

 

 

2. Say you want to show intake and tail numbers, then you keep the lines with

F16_bl50_INTAKE_BORT_NUMBER

F16_bl50_FIN_DECAL

F16_bl50_FIN_BORT_NUMBER

 

and add

 

custom_args =

{

 

[1000] = 0.0, -- change of type of board number (0.0 -default USA, 0.1, 0.2, 0.3, 1.0 not drawn)

[1001] = 1.0, -- vis refuel board number (0.0 drawn, 1.0 not drawn)

[1002] = 0.1, -- change of type intake board number (0.0 two digits, 0.1 three digits, 1.0 not drawn)

[1003] = 1.0, -- vis nouse board number (0.0 drawn, 1.0 not drawn)

}

 

 

3. In your case to hide refuel and tail numbers you add

 

custom_args =

{

 

[1000] = 1.0, -- change of type of board number (0.0 -default USA, 0.1, 0.2, 0.3, 1.0 not drawn)

[1001] = 1.0, -- vis refuel board number (0.0 drawn, 1.0 not drawn)

[1002] = 0.1, -- change of type intake board number (0.0 two digits, 0.1 three digits, 1.0 not drawn)

[1003] = 0.0, -- vis nouse board number (0.0 drawn, 1.0 not drawn)

}

 

only showing intake and nose numbers with the lines

F16_bl50_MAT1_BORT_NUMBER

F16_bl50_MAT1_BORT_NUMBER_X100

F16_bl50_INTAKE_BORT_NUMBER


Edited by ams999

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