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Posted

Hi there,

 

I've been making textures/skins for combat aircraft games for a while now (mainly HAWX) and want to make some for some new planes like the Skyhawk and Thunderchief, so am interested in SF2.

 

Editing skins in HAWX is a doddle, they look just like a flattened pattern and you just paint over the top, save as a .dds file and put into the game. What’s the general process for SF2 as I have read on the forum it’s a bit more involved. Also what does a "raw" texture file look like?

 

Here are some examples of my previous work which I'd love to "port over" if I can: HAWX 2 HAWX1

 

5176909534_eb4aceca06_z.jpg

5310331936_5820cdfe77_z.jpg

Posted

The skins in SF2 are straight forward bmp's. Edit the bmp, hit save and you're done. The "raw" skin you heard is just a bmp. Easier to use than a dds. Just doesn't compress as nice as DDS does.

 

 

Posted (edited)

Thanks for letting me know. I am desperate to make some skins for the Vietnam era planes that aren't Phantoms.

 

Shame the texture files are in 4-5 parts, not one big image, must make lining up the camo to fit from wings to fuselage etc hard.

 

Cheers

 

 

Edited by Evangelion
Posted

Thanks for letting me know. I am desperate to make some skins for the Vietnam era planes that aren't Phantoms.

 

 

And we're all looking forward to them!

Posted

that's why having good templates is a MUST!

 

Unfortunately, there aren't any (stock) templates available for the Red Air birds for SF2, so one may need to create their own.

 

wrench

kevin stein

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