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Question regarding skins, liveries, and legacy slots in DCSW

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I am very much interested in taking my skinning talents to DCS. Flanker 2.0 is after all where I cut my teeth skinning, so the circle is appropriate.

 

That said, I'm confused with the entries in the description.lua file.

 

The following entry was taken from Dave's A-10C from the 107th FS (Selfridge ANGB):

livery = {
{"A-10C_PAINT_1-a", 0 ,"A-10C_107_1-a",false};
{"A-10C_PAINT_1-b", 0 ,"A-10C_107_1-b",false};
{"A-10C_PAINT_1-c", 0 ,"A-10C_107_1-c",false};
{"A-10C_PAINT_1-d", 0 ,"A-10C_107_1-d",false};
{"A-10C_PAINT_1-e", 0 ,"A-10C_107_1-e",false};
{"A-10C_PAINT_1-f", 0 ,"A-10C_107_1-f",false};
{"A-10C_PAINT_1-g", 0 ,"A-10C_107_1-g",false};
{"A-10C_PAINT_1-h", 0 ,"A-10C_107_1-h",false};
{"A-10C_PAINT_1-i", 0 ,"A-10C_107_1-i",false};
{"A-10C_PAINT_1-j", 0 ,"A-10C_107_1-j",false};
{"A-10C_PAINT_1-k", 0 ,"A-10C_107_1-k",false};
{"A-10C_PAINT_1-L", 0 ,"A-10C_107_1-l",false};
{"A-10_Number", 0 ,"TactNumbers-USAF-Light_black",true};
{"A-10_Number_Noze_F", 0 ,"TactNumbers-USAF-Light_black",true};
{"A-10_Number_Noze_T", 0 ,"TactNumbers-USAF-Light_black",true};
{"A-10_Number_Wheel", 0 ,"empty",true};
}
countries = {"USA"}

 

I know in the old days there were a limited number of slots available for skins, and you had to insert the skin into the right slot. It looks as if this legacy has carried on into the original A-10C, and the existing description.lua defaults to the first skin slot for the A-10C. With the new DCSW livery system, should all description.lua files reference the first slot, or does this even matter at all as long as one legacy slot is selected?

 

Also, It's evident that the True/False is whether to use the file in the livery folder (false), or use a common file (true). However, what does the "0" entry between the legacy entry and the new file entry mean?

 

Thanks in advance. I can't wait to get a crack at that new crane!

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I have no idea what the "0" means. Never used it.

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0 = Diffuse Layer

2 = Specular Layer

 

I have a list somewhere, there's classes for diffuse, specular, normal, damage, night lighting and stuff.

 

So, to break it down:

 

{"A-10C_PAINT_1-c", 0 ,"A-10C_107_1-c",false}; = {"3DS MAX MATERIALNAME", MaterialChannelNumber, "BitmapName", true/false}

 

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

Material Channel Number = 0-Diffuse, 2-Specular, (Will get a list and edit it in).

Bitmap Name = Name of the Bitmap

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

 

*Edit, ED's Explanation is:

"false" means that the texture will be stored locally for this skin , not inside system path,

in that case you don't need to add textures to any other TempTextures , other zip's in system path , no need to edit graphics.cfg etc. "

 

So If you ZIP your textures and description LUA into a ZIP, set False, and you'll only have to drop the ZIP file into the Units/Livery Folder.

Textures that arent contained in the same ZIP/Folder should be set to TRUE.

 

 

 

 

ie, this is two of the LUA Bodies for some of the F-100D Module Skins:

Notice That The Main BMP has Both a Diffuse and Specular Layer,

Also Notice that the materials stay the same name but the BMP file names change. this allows you to make new bmps and a new lua without having several files with the same file name or overwriting other skins.

 

My Values are Set to True Because we have a separate folder for Liveries LUAs and Textures.

 


livery = {
{"Body", 0,"f100_texture-camo.bmp", true},
{"Body", 2,"f100_spec-camo.bmp", true},
{"Internal", 0, "f100_interior-camo.bmp", true},
{"Glass", 0, "CANOPYGLASS-camo.tga", true},
{"Fire", 0, "F100-AB_Fire-Camo.tga", true},
{"Pilot", 0,"jetpilot-camo.bmp", true},
{"Pilot", 2,"jetpilot_spec-camo.bmp", true},
{"Visor", 0,"visor-camo.bmp", true},
{"19 - Default", 0, "white_strobe-camo.tga", true},
{"20 - Default", 0, "red_strobe-camo.tga", true},
{"21 - Default", 0, "green_strobe-camo.tga", true},

}

name = "USAF Vietnam Camo"
countries = {
"USA",
}


livery = {
{"Body", 0,"f100_texture-Silver.bmp", true},
{"Body", 2,"f100_spec-Silver.bmp", true},
{"Interior", 0, "f100_interior-Silver.bmp", true},
{"Glass", 0, "CANOPYGLASS-Silver.TGA", true},
{"Fire", 0, "F100-AB_Fire-Camo.tga", true},
{"Pilot", 0,"jetpilot-silver.bmp", true},
{"Pilot", 2,"jetpilot_spec-silver.bmp", true},
{"Visor", 0,"visor-silver.bmp", true},
{"19 - Default", 0, "white_strobe-silver.tga", true},
{"20 - Default", 0, "red_strobe-silver.tga", true},
{"21 - Default", 0, "green_strobe-silver.tga", true},
}

name = "USAF Vietnam Silver"
countries = {
"USA",
}

Edited by SkateZilla

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Thanks for the great explanation, SkateZilla. :good:

 

So what you're saying is that the first entry is simply the MAX object, and has nothing to do with legacy slots? If that's the case, then I should cover down with that every time.

 

Regarding true/false, I can see a rationale for using true with commonly used things like letters/numbers and the like, but you mention using true for the F-100 as well. Is there any advantage to having a separate folder like you indicate in lieu of using the bazar/liveries folder? BTW, I've also seen this with the CAW Su-25T conversions for DCSW, and was wondering the rationale.

 

Also, do you have two descriptions in the same file, or did you put two separate files in the same code block above?

 

Thanks again!

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So what you're saying is that the first entry is simply the MAX object, and has nothing to do with legacy slots? If that's the case, then I should cover down with that every time.

 

Regarding true/false, I can see a rationale for using true with commonly used things like letters/numbers and the like, but you mention using true for the F-100 as well. Is there any advantage to having a separate folder like you indicate in lieu of using the bazar/liveries folder? BTW, I've also seen this with the CAW Su-25T conversions for DCSW, and was wondering the rationale.

 

Also, do you have two descriptions in the same file, or did you put two separate files in the same code block above?

 

Thanks again!

 

the first parameter is the 3ds Max Material Name.

 

Basically the description LUA is Linking BMP files to a Material, and The Engine Maps the Material to the 3d Object.

 

Maps/materials that are shared with other Skins should be false, so it knows to search other locations.

 

The descriptions are separate files, i just posted them to show the difference in filenames

 

the Module im working on we have everything in our /Mods/Aircrafts/F-100D/ folder,

that way it's simply easier to unzip, drop in Mods/Aircrafts folder, boot game, setup controls, and fly,

No need to copy stuff here and there, everything located within our module folder (shapes, luas, textures, sounds, etc).

 

 

not sure if the A-10C's entry.lua has the lines to load them from the /Mods/Aircraft/A-10C/Liveries/ folder or not.

Edited by SkateZilla

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0 - DIFFUSE

1 - NORMAL_MAP

2 - SPECULAR

3 - DECAL

4 - DIRT

5 - DAMAGE

6 - PUDDLES

7 - SNOW

8 - SELF_ILLUMINATION

9 - AMBIENT_OCCLUSION

Edited by HungaroJET
  • Like 1

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Guys, a tangential question:

 

Is there a way to determine a MAX Material name from somewhere? I would like to modify my F-15 helmet on my personalized skins, and I've already tried the following line with no success:

{"pilot_F15_helmet", 0 ,"pilot_f15_helmet_hf",false};  

 

Thanks in advance,

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I had to paint it myself. I cant get it to use custom helmets.

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Thanks, Dave. No USN reflective helmet for me I guess, though I did fix the flightsuit. What's up with the blue railroad tracks anyway; ours were white! :biggrin:

 

I also noticed that they put the squadron patch in the wrong place as well*. :blum:

 

*J/K; I did my advanced flight training with the 562nd FTS at Randolph, so I know how the AF wears patches.

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open the F-15 in model viewer and look at the material names on the left side.

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Thanks, Skate. It's good to know that those are the material names and not just the textures.

 

Unfortunately I already tried that with pilot_f15_helmet and had no success. I guess it's like the PTB; no way to assign it to a particular skin.

Edited by HomeFries

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sorry, forgot to look it up last night, will do tonite, not all materials are listed in description LUAs.

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0 - DIFFUSE

1 - NORMAL_MAP

2 - SPECULAR

3 - DECAL

4 - DIRT

5 - DAMAGE

6 - PUDDLES

7 - SNOW

8 - SELF_ILLUMINATION

9 - AMBIENT_OCCLUSION

 

HugaroJET,

 

am i correct in assuming the only ones that are actually slotted in 3ds Max are 0,1,2,8 and 9?

 

Layers 3,4,5,6,7 are simply added over top of the original material?

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pilot_f15_00_a

pilot_f15_helmet

pilot_f15_Patch_65a_sqdn

 

are textures that go on the Pilot EDM, which is merged into the F-15.EDM, and not actually "Part" of it.

 

 

however I made a mistake, EDM Viewer shows texture names on the left.

 

Material Name for the helmet is: pilot_F15_00_helmet

 

so

{"pilot_F15_00_helmet", 0 ,"<yourtexturefilename",true or false};

Edited by SkateZilla

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Sweet!. I'll give it a look.

 

Question: Is there a way to get material names without loading the object into Max (which I don't have)?

Edited by HomeFries

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There is a way to get Material names without MAX yes, but I'm not sure I'm allowed to say how because ED is strict with stuff like this. 3rd Party NDA or not, they dont want anyone telling people advanced stuff for some reason..

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No problem, Skate. You've been a big help thus far.

 

Now I'm sportin' my old squadron logo on the helmet, and I have the JOPA patch on the right shoulder! Life is good!

Screen_121206_161113.jpg

 

BTW, is there a way to do the same thing with the F-15 PTB, or is that a separate object entirely?

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PTB?

 

The Drop Tank?

 

I'd have to see if it's part of the Model.

Edited by SkateZilla

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yes, the drop tank. It doesn't load with the viewer when you load the f-15c.edm, and ED has not varied the texture for any of the skins, including aggressor. I'm thinking that there's currently no way to tie it into a skin, but I figured I would ask.

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Ok HF how did you do the helmet and patch?

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drop tank material name is : "f15PTB"

 

it's both merged with the model and separate so it "should" work.

 

there's 3 layers; Diffuse, Spec and Decol.

 

 

{"f15PTB", 0 ,"<yourtexturefilename",true or false};

Edited by SkateZilla

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Ok HF how did you do the helmet and patch?

The helmet was with Skate's help. He provided the material name, and I added the following line to my description.lua:

{"pilot_F15_00_helmet", 0 ,"pilot_f15_helmet_hf",false};

You can find pilot_f15_helmet.bmp.dds in Bazar\Textures\F-15.zip.

 

For the other customizations, this is the good stuff!

 

The F-15 has 2 tga files (converted to DDS of course) with alpha channels that act much like decals in SF. You can find them in the default skins in F-15.zip, and in the description file they have in their names "decol" and "patch" for the plane and flightsuit respectively.

 

Here is the relevant section of the description.lua for the default 493rd FS (LN) skin:

 

livery = {
{"f15nose", 0 ,"f15_nose",true};
{"f15nose", 3 ,"f15_decol",true};
{"f15bottom", 0 ,"f15_bottom",true};
{"f15bottom", 3 ,"f15_decol",true};
{"f15centr", 0 ,"f15_centr",true};
{"f15wingl", 0 ,"f15_wing_l",true};
{"f15wingl", 3 ,"f15_decol",true};
{"f15wingr", 0 ,"f15_wing_r",true};
{"f15stab", 0 ,"f15_stab_v",true};
{"f15stab", 3 ,"f15_decol",true};
{"f15numbers", 0 ,"f15_numbers",true};
{"pilot_F15_patch", 0 ,"pilot_F15_patch_493_sqdn",true};
{"pilot_F15_00_body", 0 ,"pilot_f15_00_a",true};
}

 

Of these, the lines you want are:

{"f15nose", 3 ,"f15_decol",true};
{"f15bottom", 3 ,"f15_decol",true};
{"f15wingl", 3 ,"f15_decol",true};
{"f15stab", 3 ,"f15_decol",true};
{"pilot_F15_patch", 0 ,"pilot_F15_patch_493_sqdn",true};

The following are graphics of the files with the alpha channels highlighted.

 

Here's the layout of pilot_F15_patch_493_sqdn.tga.dds (annotations mine):

patchlayout.jpg

The alpha channel is pretty obvious here, so not much else needs to be said.

 

Here's the f15_decol.tga.dds file, though with alpha highlighted in neon green:

decollayout.jpg

You may have noticed that this file is called a number of times in description.lua. This file also stores decals for different material names/textures, as described above. What this means is that you can make a clean F-15C skin and use this file to create your customizations (wing, squadron, serial prefix, individual name and nose art), meaning that you could skin an entire fleet of aircraft by changing a single file (or 2 files if you want to do individual squadron patches as well).

Edited by HomeFries

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