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Posted (edited)

Hi... I wanted help for the same problem before, but didn't get any response. I wanted to push my luck again.

 

I'm talking about DCS World BlackShark 2. The "description.lua" in "english" folder is as follows:

 

livery = 
{
{"mir"				,0,"mirrors"							,true};--mirrors texture replacement with runtime rendered one
{"devka 50"			,0,"Ka-50 devices_ENG.dds"				,false},
{"ils ka 50"			,0,"KA-50 HUD_ENG.dds"					,false},
{"Ka-50_hud_opaq"		,0,"KA-50 HUD_ENG.dds"					,false},
{"lamps"			,0,"Ka-50 font lamp_ENG.dds"			,false},
{"Ka-50 dop devices"		,0,"Ka-50 dop dev_ENG.dds"				,false},
{"Ka-50 inscripts"		,0,"Ka-50 inscripts_ENG.dds"			,false},
{"right top panel"		,0,"Ka-50 RightTopPan_ENG.dds"			,false},
{"tablet"			,0,"Ka-50 table_ENG.dds"				,false},
{"Ka-50 inscripts dop"		,0,"Ka-50 inscripts dop_ENG.dds"		,false},
{"buttons"			,0,"Ka-50 buttons_ENG.dds"				,false},
{"Ka-50 HUD2"			,0,"KA-50 HUD_ENG.dds"					,false},
{"buttons_always"		,0,"Ka-50 buttons_ENG.dds"				,false},
{"interior"		        ,0,"Ka-50 interior_ENG.dds"				,false},
{"panel r"		        ,0,"Ka-50 Panel R_ENG.dds"				,false},
{"panel ka 50 left"		,0,"Ka-50 Panel L_ENG.dds"				,false},
{"right_back_inscript"		,0,"Ka-50 Panel_R_Back_Inscript_ENG.dds",false},
{"dash-board"	   		,0,"Ka-50 dash-board_ENG.dds"			,false},
{"elements ka-50"	   	,0,"Ka-50 elements_ENG.dds"				,false},
}

 

How can I get full list of all files? I mean, I have other dds files (listed below) in my cockpit mod package. Naturally, DCS won't read my dds files that not given in description.lua. Instead, it calls default textures from ../Mods/aircrafts/Ka-50/Cockpit/Resources/Model/Textures/Cockpit-Ka-50 Textures.zip.

 

So, what lines should I type into left column for these files:

  • Ka-50 ark panels.dds
  • Ka-50 dash-board_specs.dds
  • Ka-50 devices2.dds
  • Ka-50 interior2.dds
  • Ka-50 piloteject.dds
  • Ka-50 pilotfilter.dds
  • Ka-50 windows.dds
  • Ka-50_recockpit_1.dds
  • Ka-50_recockpit_2.dds
  • parashut.dds
  • pilot_KA50_SP.dds

 

Thank you very very much in advance.

:helpsmilie::bounce:

Edited by Devrim

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  • 1 month later...
Posted

May be one day, I'll meet someone who knows all these... :)

  • Like 1

Intel i7-14700@5.6GHz | MSI RTX4080 SuperSuprimX | Corsair V. 64GB@6400MHz. | Samsung 1TB 990 PRO SSD (Win10Homex64)
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>>MY MODS<< | Discord: Devrim#1068

  • 3 weeks later...
Posted
May be one day, I'll meet someone who knows all these... :)

 

Maybe that is today! ;)

 

I am looking for the font type that is used for the Bort( Tail ) numbers myself, so I have been digging around through these files as well. I have a post that details how to keep the Dynamic Numbering for aircraft painters here: Bort numbers No Longer Needed

 

From what I have found so far, is that these aircarft are highly detailed. Thus splitting them into many sections, which is then brought together by the gaming engine. From what you have posted, I believe that the Ka-50 file you are in, may only be the background textures for the cockpit.

 

You may want to try and look in "~\Eagle Dynamics\DCS World\Bazar\World\textures\Ka-50_general.zip" to see what these textures are; they could the same, just named different.

 

If I come across it looking for my issue, I will post back. :pilotfly:

Regards,

=170= Sven ☠ 2157

 

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Posted

Correct Syntax is:

{"3DS MAX MATERIALNAME", MaterialChannelNumber, "BitmapName", true/false}

 

-3DS MAX MATERIALNAME = The name given to the Material in Max.

 

-Material Channel Number = 0-Diffuse, 1-Normals, 2-Specular, Etc

 

-Bitmap Name = Name of the Bitmap file you want mapped to the material slot.

 

-True/False = Whether or not the engine has to scan outside Current ZIP.

 

 

 

So, The MAX MATERIALNAME should never change, if your making BMPs to replace a Stock Texture. you simply change the Bitmap Name and Change the True/False Depending on where you're putting the Textures.

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Posted
Correct Syntax is:

{"3DS MAX MATERIALNAME", MaterialChannelNumber, "BitmapName", true/false}

 

-3DS MAX MATERIALNAME = The name given to the Material in Max.

 

-Material Channel Number = 0-Diffuse, 1-Normals, 2-Specular, Etc

 

-Bitmap Name = Name of the Bitmap file you want mapped to the material slot.

 

-True/False = Whether or not the engine has to scan outside Current ZIP.

 

 

 

So, The MAX MATERIALNAME should never change, if your making BMPs to replace a Stock Texture. you simply change the Bitmap Name and Change the True/False Depending on where you're putting the Textures.

 

That is REALLY helpful! Thank you!

 

You wouldn't happen to know where to find the FONT Type used for the Dynamic Bort Numbers, would you? I found how the Texture is mapped, but can't seem to find where it directs which font is used.

Regards,

=170= Sven ☠ 2157

 

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Posted

Post a quick Screen of what you're talkin about, im at work, so my access to actual DCS Files is limited.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

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Posted
Post a quick Screen of what you're talkin about, im at work, so my access to actual DCS Files is limited.

 

Bort Number on Tail

 

See, I can change the color to match my paint scheme, but if I want the 1st number to match the ME generated one, I need to match the fonts.

 

Thanks man... :smilewink:

Regards,

=170= Sven ☠ 2157

 

Windows 10 64 bit | Intel 7th Gen. i7-7700K | NZXT Kraken 41 Liquid CPU Cooler |  MSI Z270 M3 Gaming LGA 1151 | Cooler Master V1000 80+ Gold PSU | EVGA GTX 1070 | EVGA GTX 1060 (Dedicated Physx) | 32GB G.Skill TridentZ RGB PC4-19200 | 128GB Toshiba OCZ RD400 SSD NVMe M.2 (System Disk) | 2TB RAID 10 (4 x Seagate ST1000DX002 FireCuda SSHD) (Files Disk) |  64GB Intel Cache Disk (1280GB OCZ Agility 3 SSD RAID 0) | 48GB Page Disk (1280GB OCZ Agility 3 SSD RAID 0) | NZXT H440 Razer Edition Case | 1 x ViewSonic VG2439m-LED 24" [MAIN] (GTX 1070) | 2 x ViewSonic VG2436wm-LED 24" [LEFT/RIGHT] (GTX 1060)

Posted

Those are a Premade TGA/DDS, Applied to 3d meshes that show/hide using Animation Arguments. AFAIK.

 

The Texture when open in Photoshop would look like it was a completely Black Texture,

 

But if you look at Alpha Layers, you can see the Numbers 0-9 and the Letter Designations.

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Posted
Those are a Premade TGA/DDS, Applied to 3d meshes that show/hide using Animation Arguments. AFAIK.

 

The Texture when open in Photoshop would look like it was a completely Black Texture,

 

But if you look at Alpha Layers, you can see the Numbers 0-9 and the Letter Designations.

 

Yeah, I found that already. I was just hoping that some one knew what font was used. I guess I could just eyeball it. Thanks SkateZilla.

Regards,

=170= Sven ☠ 2157

 

Windows 10 64 bit | Intel 7th Gen. i7-7700K | NZXT Kraken 41 Liquid CPU Cooler |  MSI Z270 M3 Gaming LGA 1151 | Cooler Master V1000 80+ Gold PSU | EVGA GTX 1070 | EVGA GTX 1060 (Dedicated Physx) | 32GB G.Skill TridentZ RGB PC4-19200 | 128GB Toshiba OCZ RD400 SSD NVMe M.2 (System Disk) | 2TB RAID 10 (4 x Seagate ST1000DX002 FireCuda SSHD) (Files Disk) |  64GB Intel Cache Disk (1280GB OCZ Agility 3 SSD RAID 0) | 48GB Page Disk (1280GB OCZ Agility 3 SSD RAID 0) | NZXT H440 Razer Edition Case | 1 x ViewSonic VG2439m-LED 24" [MAIN] (GTX 1070) | 2 x ViewSonic VG2436wm-LED 24" [LEFT/RIGHT] (GTX 1060)

Posted

USAF Should have their own Font.

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Posted

:doh:

 

If I just create my own sheet( as opposed to using an existing one like I am ), then I can use any font I like! :megalol:

 

Thanks for rattling my brain!

Regards,

=170= Sven ☠ 2157

 

Windows 10 64 bit | Intel 7th Gen. i7-7700K | NZXT Kraken 41 Liquid CPU Cooler |  MSI Z270 M3 Gaming LGA 1151 | Cooler Master V1000 80+ Gold PSU | EVGA GTX 1070 | EVGA GTX 1060 (Dedicated Physx) | 32GB G.Skill TridentZ RGB PC4-19200 | 128GB Toshiba OCZ RD400 SSD NVMe M.2 (System Disk) | 2TB RAID 10 (4 x Seagate ST1000DX002 FireCuda SSHD) (Files Disk) |  64GB Intel Cache Disk (1280GB OCZ Agility 3 SSD RAID 0) | 48GB Page Disk (1280GB OCZ Agility 3 SSD RAID 0) | NZXT H440 Razer Edition Case | 1 x ViewSonic VG2439m-LED 24" [MAIN] (GTX 1070) | 2 x ViewSonic VG2436wm-LED 24" [LEFT/RIGHT] (GTX 1060)

  • 2 years later...
Posted

A bit late, but if you're looking for a font, that's called "Amarillo USAF" and it's a quite common one.

 

S!

"I went into the British Army believing that if you want peace you must prepare for war. I believe now that if you prepare for war, you get war."

-- Major-General Frederick B. Maurice

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