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Bort Number bug? (Solution in replies)


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13 minutes ago, Megalax said:

Did you try not dashing out the bort number lines and actually assigning something to them, along with the args values? Seems to be another difference I have in mine.

Yes of course. That was how I had the file at first. If they are dashed out then the game simply draws the default bort number file. When they are not dashed out then it draws the custom files assigned. 

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Can get rid of the tail tops by setting the X and F textures to empty..... of course that removes the flap numbers as well. It is mixing the old and new ways of doing things and will surely be a pain later. 

Would be nice if ED would give some documentation. 

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OK well I'm trying all kinds of things and just found another couple of strange behaviours. 

If you replace the F and X with an empty texture both the tail tops and the flaps numbers disappear. If you replace just the X the large numbers on the stabs and the flaps disappear. If you replace only the F textures with an empty texture nothing appears to disappear. 

Also the medium numbers on the stabs [0005]  go in two different locations on the left and right.... see screenshots attached. 

Screen_230529_170554.jpg

Screen_230529_170559.jpg


Edited by RaTzo

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I was wrong about replacing both of the X and F with empty removing the upper tail numbers. 

F-14B, A-10C,F-18C Lot 20, F-16C, UH-1H, SA342, Spitfire LF Mk IX, F-15C, Mig-29, Supercarrier, Nevada, Persian Gulf

 

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On 5/29/2023 at 5:29 PM, Megalax said:

Its the Kil numbers

From DGambo

new_description.jpg

 

I have just mapped out most of it myself and was about to reply when I saw your reply.  

NOTE TO ANYONE USING THIS: I have created my own roughmet files and so this tells the game to look for them. You can -- out those lines if you have not created one for yourself. 

I am remapping this and confirming. Discovered some minor issues while testing today. I will post an accurate version shortly. 

 

--[1001] Upper Nose Large Right
    {"f18c1_number_nose_right", 0 ,"F18C_1_DIFF",false};
    {"f18c1_number_nose_right", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};
    {"f18c1_number_nose_right", DECAL ,"InsertYourFileNameNere",false};

--[1001] Upper Nose Large Left
    {"f18c1_number_nose_left", 0 ,"F18C_1_DIFF",false};
    {"f18c1_number_nose_left", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};
    {"f18c1_number_nose_left", DECAL ,"InsertYourFileNameNere",false};

--[0027] Upper Tail Right
    {"f18c2_kil_right", 0 ,"F18C_1_DIFF",false};
    {"f18c2_kil_right", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false};
    {"f18c2_kil_right", DECAL ,"InsertYourFileNameNere",false};
    
--[0027] Upper Tail Left
    {"f18c2_kil_left", 0 ,"F18C_1_DIFF",false};
    {"f18c2_kil_left", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false};
     {"f18c2_kil_left", DECAL ,"InsertYourFileNameNere",false};


-- [1002] small lower nose and small rear fuselage    
    {"f18c1_number_F", 0 ,"F18C_1_DIFF",false};
    {"f18c1_number_F", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};
    {"f18c1_number_F", DECAL ,"InsertYourFileNameNere",false};

-- [1000] Flaps, 1002 Middle Tail Large, 1005 Vert Stab medium
    {"f18c2_number_X", 0 ,"F18C_1_DIFF",false};
    {"f18c2_number_X", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false};
    {"f18c2_number_X", DECAL ,"InsertYourFileNameNere",false};

 -- Controls Visibility of the Groups:Setting all to 1.0 remove's all Borts,

[0027] = 0.0, -- Upper Tail change of type of board number (0.0 -default USA, 0.1- )
[1000] = 0.0, -- Flaps
[1001] = 0.0, -- Upper Nose Nose
[1002] = 0.0, -- Middle Tail and Lower Nose
[1003] = 0.0, -- Rear Fuselage Side & Gear Doors
[1004] = 0.0, -- Forward Fuselage Small
[1005] = 0.0, -- Vertical Stabs medium


I am out of time and didn't get to the forward fuselage small [1004] it must be tied to one of the others. 

On 5/29/2023 at 3:01 PM, UN9249 said:

who knows how to make different fonts on left side and right side? (left arabic for example and right standart digits)?

You'll have to create them and use the description.lua to get the game to use them. See my post above this one. You can only use different files on the left and right for the upper nose and the top of the tail locations. 


Edited by RaTzo

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This doesn't really solve the problem of the upper tail numbers still showing when [0027] is set to 1.0 though. It is just a workaround. 

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Is there any way to get rid of the first digit on the tail? E.g. there were squadrons who painted only the last two digits on the tails, (00 instead of 200 for example). With the old system, I could control the visibility of individual numbers but now it seems to be all or nothing.

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  • 1 month later...

Argument 0027 is controlled by the country the aircraft is assigned to during mission load.


Edited by SkateZilla

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  • 1 month later...

Can someone here post an actual woprking LUA file? None of this stuff is helping. All of my aircraft have this bug even the static painted ones made by ED. And also post a screen shot of your skin folder showing the file names. I saw that big picture with all the pretty colors but iit is still leaving a lot out. Do I name my bort number .DDS "f18c1_kil_right" or what? 

 

new_description.jpg.152a453a6855e199d2337efe06d283b9.jpg


Edited by SOLIDKREATE
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On 9/3/2023 at 3:50 AM, SOLIDKREATE said:

Can someone here post an actual woprking LUA file? None of this stuff is helping. All of my aircraft have this bug even the static painted ones made by ED. And also post a screen shot of your skin folder showing the file names. I saw that big picture with all the pretty colors but iit is still leaving a lot out. Do I name my bort number .DDS "f18c1_kil_right" or what? 

 

new_description.jpg.152a453a6855e199d2337efe06d283b9.jpg

 

Any of my latest Hornet skins will have what you're looking for.

 

No, you don't need to name your dds file per a convention. "f18c1_kil_right" is the lua argument to pull up a texture in that specific area. What your dds file is called is irrelevant.

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4 hours ago, Megalax said:

Any of my latest Hornet skins will have what you're looking for.

 

No, you don't need to name your dds file per a convention. "f18c1_kil_right" is the lua argument to pull up a texture in that specific area. What your dds file is called is irrelevant.

I tried that, it does not work. I still get dual numbers in all aircraft.

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On 5/30/2023 at 11:21 AM, sLYFa said:

Is there any way to get rid of the first digit on the tail? E.g. there were squadrons who painted only the last two digits on the tails, (00 instead of 200 for example). With the old system, I could control the visibility of individual numbers but now it seems to be all or nothing.

Assign them in Mission Editor as "00" instead of "200", and paint the "2" on the nose section.


Edited by SkateZilla

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Hi, I have a problem, these numbers appear in the queue even though I put these numbers in the lua of the liverie. How can I solve that. thank you

livery = {

    {"f18c1", 0 ,"F18C_1_DIFF_1_Spain",false};
        {"f18c1", 1 ,"F18C_1_DIFF_nm",false};
    {"f18c1", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};

    
    {"f18c2", 0 ,"F18C_1_DIFF_2_Spain",false};
        {"f18c2", 1 ,"F18C_2_DIFF_nm",false};
    {"f18c2", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false};
}
name = "ALA 12 13-lider"

custom_args = 
{
 
[27] = 1.0, -- Tail      change of type of board number (0.0 -default USA, 0.1- )
[1000] = 1.0, -- Flaps
[1001] = 1.0, -- Nose
[1002] = 1.0, -- Kuwait Squadron 
[1003] = 1.0, -- Australian Squadron 
[1004] = 1.0, -- Finland Squadron
[1005] = 1.0, -- Switzerland Squadron
[1006] = 1.0, -- Blue Angels Jet Team


}

Screen_230910_185140.jpg

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3 hours ago, jack333 said:

Hi, I have a problem, these numbers appear in the queue even though I put these numbers in the lua of the liverie. How can I solve that. thank you

livery = {

    {"f18c1", 0 ,"F18C_1_DIFF_1_Spain",false};
        {"f18c1", 1 ,"F18C_1_DIFF_nm",false};
    {"f18c1", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false};

    
    {"f18c2", 0 ,"F18C_1_DIFF_2_Spain",false};
        {"f18c2", 1 ,"F18C_2_DIFF_nm",false};
    {"f18c2", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false};
}
name = "ALA 12 13-lider"

custom_args = 
{
 
[27] = 1.0, -- Tail      change of type of board number (0.0 -default USA, 0.1- )
[1000] = 1.0, -- Flaps
[1001] = 1.0, -- Nose
[1002] = 1.0, -- Kuwait Squadron 
[1003] = 1.0, -- Australian Squadron 
[1004] = 1.0, -- Finland Squadron
[1005] = 1.0, -- Switzerland Squadron
[1006] = 1.0, -- Blue Angels Jet Team


}

Screen_230910_185140.jpg

For some reason, the lines below need to be there and set to "emtpy" as well as having the args.

 

--*NEW 2.8.4 Bort Numbers*
	--USN_MODEX_NOSE
	{"f18c1_number_nose_left"			, DIFFUSE				, "F18C_1_DIF_VX31_TheDustDevils", false};
	{"f18c1_number_nose_left"			, SPECULAR				, "F18C_1_DIF_VX31_TheDustDevils_RoughMet", false};
	{"f18c1_number_nose_left"			, DECAL					, "empty", true};
	{"f18c1_number_nose_right"			, DIFFUSE				, "F18C_1_DIF_VX31_TheDustDevils", false};
	{"f18c1_number_nose_right"			, SPECULAR				, "F18C_1_DIF_VX31_TheDustDevils_RoughMet", false};
	{"f18c1_number_nose_right"			, DECAL					, "empty", true};
	--RAAF /KAF/SWITZ_MODEX_FUSELAGE_FRONT_MID_BACK_GEAR_DOORS_SMALL
	{"f18c1_number_F"					, DIFFUSE				, "F18C_1_DIF_VX31_TheDustDevils", false};
	{"f18c1_number_F"					, SPECULAR				, "F18C_1_DIF_VX31_TheDustDevils_RoughMet", false};
	{"f18c1_number_F"					, DECAL					, "empty", true};
	--KAF_MODEX_VERTICAL_STABILIZERS_AND_FLAPS_MODEX
	{"f18c2_number_X"					, DIFFUSE				, "F18C_2_DIF_VX31_TheDustDevils", false};
	{"f18c2_number_X"					, SPECULAR				, "F18C_2_DIF_VX31_TheDustDevils_RoughMet", false};
	{"f18c2_number_X"					, DECAL					, "empty", true};
	--USN_MODEX_VERTICAL_STABILIZERS
	{"f18c2_kil_left"					, DIFFUSE				, "F18C_2_DIF_VX31_TheDustDevils", false};
	{"f18c2_kil_left"					, SPECULAR				, "F18C_2_DIF_VX31_TheDustDevils_RoughMet", false};
	{"f18c2_kil_left"					, DECAL					, "empty", true};
	{"f18c2_kil_right"					, DIFFUSE				, "F18C_2_DIF_VX31_TheDustDevils", false};
	{"f18c2_kil_right"					, SPECULAR				, "F18C_2_DIF_VX31_TheDustDevils_RoughMet", false};
	{"f18c2_kil_right"					, DECAL					, "empty", true};

Edited by Megalax
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  • 1 month later...

What causes this with a new install and only default liveries installed? The pics are spectating in multiplayer. Is it that they are using a livery that I don't have? I believe if someone actually is using the VFA-32 livery, it shows correctly.Screen_231015_121127.pngScreen_231015_121117.png


Edited by Nascar

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В 29.04.2023 в 20:29, SkateZilla сказал:

I have over 60 Liveries to remaster, and I was getting about 4 done every 10 minutes,

But that was because I was remastering the textures and re exporting to BC7 as well as reformatting the LUA to be backwards conpatible.

If I wanted to simply convert to 2.8.4+ i could have done them all in under an hour.

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On 4/14/2023 at 12:18 AM, SkateZilla said:

honestly,

Notepad++,
Use Find/replace in files,
Enter old Material name,
Then new material name,
set filter to description.lua,
Set Liveries path,(Coremods Hornet Livery Folder or external livery folder if used)

Click replace all

Do it for the material names for the borts 1 at a time, but replacing in all the files with one click.

Done.

@SkateZilla Could you also phrase this in a way a normal user who needs to repair his 48 downloaded skins can understand it, please?


Edited by Don Rudi

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5 hours ago, Don Rudi said:

@SkateZilla Could you also phrase this in a way a normal user who needs to repair his 48 downloaded skins can understand it, please?

 

That is the fix for livery makers. I haven't downloaded any Hornet skins and still get the bug. I think we need ED to remedy this. 

  • Like 1

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yep i was noticing the same thing on some of the default hornet skins...

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