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Posted

Now rep the man !

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"You see, IronHand is my thing"

My specs:  W10 Pro, I5/11600K o/c to 4800 @1.32v, 64 GB 3200 XML RAM, Red Dragon 7800XT/16GB, monitor: GIGABYTE M32QC 32" (31.5" Viewable) QHD 2560 x 1440 (2K) 165Hz.

Posted
Thanks Paul!

 

+1

+1 for me too Paul, TY:thumbup:

[sIGPIC][/sIGPIC]Celticcoho (OriginFreedom)

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Posted

Rep added! Thanks very much Paul.

 

That was a very well done tutorial.

 

As I don't have Photoshop, I would be happy to pay to have my custom skin created. I would rather leave it to those with the skill and experience.

Posted

Thanks for the tutorial. Will keep it aside and one day give it a try. +1

"To most people, the sky is the limit. To those who love aviation, the sky is home."-----anonymous

Posted (edited)

uYr7w.jpg

 

The textures can be a bit of a pain to edit as some of the textures for the parts are scattered around a bit and can be hard to track down. Getting the texture to line up on the intake side of the engines require slicing the added maps so that they would line back up when rendered in game.

 

Here's a vid of another. If you have pulled apart the dds files and had a look you will notice that the Kangaroo on the side in the vid goes across two texture maps. Fun and games lining that up.

 

uYr7wuYr7w Edited by Zomba

I don't test for bugs, but when I do I do it in production.

Posted
Here is my tutorial....hope it helps, apologize if it isn't great...

 

Great stuff and thanks:thumbup: +1

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Posted
uYr7w.jpg

 

The textures can be a bit of a pain to edit as some of the textures for the parts are scattered around a bit and can be hard to track down. Getting the texture to line up on the intake side of the engines require slicing the added maps so that they would line back up when rendered in game.

 

Here's a vid of another. If you have pulled apart the dds files and had a look you will notice that the Kangaroo on the side in the vid goes across two texture maps. Fun and games lining that up.

 

uYr7wuYr7w

 

Nice...I've got a long way to go before I'm that good...

Posted

Also, if you want to have the dds unwrapper integrated with photoshop then try out http://developer.nvidia.com/object/photoshop_dds_plugins.html

 

It only works for Photoshop 32bit. With this plugin PS just treats dds as any other file type.

 

My suggestion is to find the clean unmarked textures in the bazaar/world/textures/a-10.zip (Can't remember what name ED uses for them and don't have the time to look) and save them as a tiff master template. Use Tiff over PSD as it is unversal and less prone to bug out.

 

The unmarked textures in a-10.zip are of an old and dirty aircraft. I took the textures from one of the squadron skins and removed all the markings and use that instead.

 

When you want to make a texture pack all you need to do is open up your templates and edit away. Save them as a new project as tiffs until you are finished. At this point just save the finished product as DDS using DXT 1 with 1 bit alpha and 'Generate mipmaps' selected.

 

Keep your new project TIFFs, even though they are quite large in size. I always find mistakes in textures when loading up the new skins in DCS and it is much easier to go back into the original TIFF and fix it than to pull apart your DDS file as it is not multilayer like a TIFF and therefore much more difficult to fix in many cases.

I don't test for bugs, but when I do I do it in production.

Posted

I already told you Brammage. She doesn't do anything for me...now your wife on the other hand...:P

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EtherealN: I will promptly perform a sex change and offer my hand in marriage to whomever
Posted

Two things...what am I doing wrong?

A.) Anyone know a way to keep the flag from duplicating on both sides of the console texture?

Screen_Shot_186.jpg

 

Screen_Shot_185.jpg

 

 

B.) My MARPAT helmet texture is not showing up in the game. Fix? The bmp is still 512x512 pixels at 24-bit.

hgu55_bmp.png

image host

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Posted (edited)

Just a tip.

 

If someone have trouble identifying parts on the skin, they can make a texture filled with numbers and/or colours. When you then start up in the A-10 in game, you can note which parts got which numbers.

 

Can't find the template used when making skins for 'World of tanks' tanks, so can't give a specific example as to what i mean :(

Edited by zakobi
Posted

How are you guys doing all these custom paint jobs... which files do you edit?

 

**Edit** Nevermind, skin tutorial one page back! Thanks so much for that.

Posted

Custom helmet skins would be cool as well.

"You see, IronHand is my thing"

My specs:  W10 Pro, I5/11600K o/c to 4800 @1.32v, 64 GB 3200 XML RAM, Red Dragon 7800XT/16GB, monitor: GIGABYTE M32QC 32" (31.5" Viewable) QHD 2560 x 1440 (2K) 165Hz.

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