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Posted (edited)
5 hours ago, SkateZilla said:

Syntax for the Description Lua is as Follows
{ "MATERIALNAME", MATERIAL_CHANNEL_#, "TEXTUREFILENAME", SCAN OUTSIDE CURRENT PATH }

MATERIALNAME is Set in 3DS Max,
Channel is also set in Met
Filename can be set by user.
Scan outside current path, is self explanatory

Material Channels:

MAP SLOT NAME CHANNEL ID PURPOSE / FUNCTION
DIFFUSE / ALBEDO 0 BASE COLOR
NORMAL 1 Normals/Depth and Depth Affects (ie Rain/Scratches on Glass, Panel Lines and Rivets.
SPECULAR 2 Surface Properties for Surface Flare Intensity, Width and Reflection (Replaced by RoughMet Map w/ DCS 2.5)
DECAL 3 Decal Layer, a opacity layer for adding Decals w/ out changing the base color layer.
DIRT 4 Layer used for Dirty Build Up on an Object
DAMAGE 5 Layer Used for Procedural Damage Volumetric (Small Scuffs -> Bullet Holes -> Large Holes -> Removed Surfaces)
PUDDLES 6 Used to Place Water/Puddles on Surfaces (Puddles on Runways etc)
SNOW 7 Used to Place Snow on Surfaces (Snow on Buildings/Bunkers/Runways etc)
SELF_ILLUMINATION 8 Used to Make a Texture Self Illuminated (Diffuse = Color, Alpha = Strength)
AMBIENT OCCLUSION 9 Used to Place Ambient Occlusions on Models (Replaced w/ RoughMet Map w/ DCS 2.5)
DAMAGE 10 Used to Place Damage Diffuse Color (Appearance of Dirt/Burn Marks around
UNKNOWN 11  
UNKNOWN 12  
ROUGHMET 13 Used for PBR Surface Properties, (Ambient Occlusion, Microsurface, Reflectivity)
OPACITY 14 Used for Surface Opacity (Mainly for Glass Material, or Textures for Meshes)

 

Thanks, my quoted post was before I found this info and the video. It had worked with some mods, but not where they use different material name to filename.

Description.lua is working pretty well in my livery based cockpit, just having trouble editing files.

I was trying Gimp and Paint.net but it seems so hard to edit an alpha transparency layer. Maybe easier to just start with the blank file and add a new one.

@Squiffy Thanks for the DXTBMP idea, I've downloaded it and it's helping me to view things.

I've been able to add back tint to the sight and canopy without having reflections... but there's still that pesky gunsight lamp reflection there and I can't get rid of it even trying to blank out alot of files to rule them out.

I did see something interesting in F-86F_Cockpit_Texture2.dds - look at the attached image there is the gunsight lamp embedded right in the middle. That might explain why removing the shadow from the other files never fully got rid of it. However this may be the actual lamp (when looking down on it) and I'm not sure if it's on the glass or not. Worth looking into if you have time & skills, but I'm not talented enough with these tools to edit such a complex DDS file.... run out of ideas how to get rid of the last of the sight reflection.

I'll upload my changes to the canopy and sight tint after some final tweaking.

One other question - I remember the dive lines from the canopy already, but looking in the mirror they are still there. How to also get rid of dive lines out of the mirror, does the mirror use the external skin instead of the cockpit skin?

null

 

image.png

Edited by TAIPAN_

Pimax Crystal VR & Simpit User | Ryzen CPU & Nvidia RTX GPU | Some of my mods

Posted

@Squiffy I had to remove the F-86F_cpt_L.dds lamp file, it was causing missing textures on the standby compass and cockpit gauge. It may not have been related to the gunsight, as it didn't remove the reflection even when I tried blanking it out.

I've made my final tinting that I'm happy with using Paint.Net and updated the mod here:

https://www.digitalcombatsimulator.com/en/files/myfiles/?edit=Y&CODE=3325546

Pretty happy to fly with this version from now on, if only we could get rid of that last piece of lamp reflection in the sight glass...

 

  • Thanks 1

Pimax Crystal VR & Simpit User | Ryzen CPU & Nvidia RTX GPU | Some of my mods

Posted

Hmm, interesting. I just edited the lamp file to remove the gray circle below the lamp texture on the norm file. I edited the alfa to fully mask the reflection (rather than dither the reflection with the gray filtering on the alfa layer) and it works for me but is not completely gone. That's why I think the gray circle below the lamp on the norm may be another level of filtering. Maybe low light level or something? I will load and test now. The dive lines are somewhere else. The cockpit texture 2 was the first one I edited. I completely blanked it out, norm and alfa and it still showed on the external view of the cockpit dash. It may still reflect off the gunsight glass and that is another reason to remove that last gray circle on the lamp norm. i will load and test now and post back.

  • Like 1

[sIGPIC][/sIGPIC]

It's perfectly ordinary banter Squiffy, "Bally Jerry, pranged his kite, right in the 'how's your father.'" - Monty Python, RAF Banter Sketch.

Squiffy, a. slang. 1. Intoxicated; drunk. 2. Askew, skew-whiff. - OED

 

"Put that sucker in a 4G turn and keep it there!!" - Maj. Gen. "Boots" Blesse

Posted

OK, trying to tint the ILS back went a bit too far. I didn't screen shot it but it was pretty dark even going to a 240,240,240 gray. I guess I went the wrong direction. Stock works fine and my clear edit works too. 240 gray was like regular sun glasses. I didn't get close enough to anything to see much but I could also tell the the lamp reflection got worse somehow, maybe because it was reflecting from somewhere else. My texture2 fie is already blank and i can show you, but the lamp still shows on the cockpit hood from outside. Not sure whats happening there. need a few days to look into it. crazy busy at work and short handed since january. lots of doctors appointments and i need to chill out. feeling better thank god but another test on the way. getting old sucks. here are some screenies.

Screen_220829_210300.png

Screen_220829_210237.png

lamp on hood

Screen_220829_210323.png

[sIGPIC][/sIGPIC]

It's perfectly ordinary banter Squiffy, "Bally Jerry, pranged his kite, right in the 'how's your father.'" - Monty Python, RAF Banter Sketch.

Squiffy, a. slang. 1. Intoxicated; drunk. 2. Askew, skew-whiff. - OED

 

"Put that sucker in a 4G turn and keep it there!!" - Maj. Gen. "Boots" Blesse

Posted

texture2 zipped

F-86F_Cockpit_Texture2.rar

Spec file was too big even zipped. I just blanked out the reflection zone for the lamp.

[sIGPIC][/sIGPIC]

It's perfectly ordinary banter Squiffy, "Bally Jerry, pranged his kite, right in the 'how's your father.'" - Monty Python, RAF Banter Sketch.

Squiffy, a. slang. 1. Intoxicated; drunk. 2. Askew, skew-whiff. - OED

 

"Put that sucker in a 4G turn and keep it there!!" - Maj. Gen. "Boots" Blesse

Posted

Sorry if my posts weren't clear, but the tint is ready sorted I got a good level of darkness in the mod I uploaded. Added an alpha layer to a blank file in paint.net and an extra layer for the top of the glass. 

The dive lines I removed internally, but still show up in the mirror.

 Just the last little bit of gunsight reflection. Thanks for trying the Texture2, that was my last idea and I got nothing else lol.. I guess this is as good as we'll get so we will have to life with it. 

Better to get back to flying 🙂

  • Like 1

Pimax Crystal VR & Simpit User | Ryzen CPU & Nvidia RTX GPU | Some of my mods

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