Jump to content
HomeFries

Question regarding skins, liveries, and legacy slots in DCSW

Recommended Posts

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};

 

I confirmed that it works, Skate. Thanks again!

Share this post


Link to post
Share on other sites

I made another discovery.

 

There are some mat names that don't need to be called in the desc lua (e.g. pilot, helmet, PTB). However, if you call one of these "optional" mat names without calling other optional names, you will get texture corruption with the wrong texture applied to the wrong object.

 

Case in point, I made the PTB entry as quoted in the previous post. On some skins (namely my own personalized skin which has a personalized pilot and helmet) it worked fine, but I couldn't figure out why it wasn't working on other skins in the virtual squadron. I was also getting unique corruptions for each member, though the corruptions were consistent.

 

I just had something similar happen with the A-10. I was trying to put the F-15 helmet on the default A-10 skins (which shouldn't be using the USN white fiberglass HGU-55 as defaulted) and I found that I was getting the original default helmet, and the flightsuit was taking on the F-15 HGU-55 textures. Here is what I originally had, using the 25th FS (Osan) as an example:

{"A-10C_PAINT_1-a", 0 ,"A-10C_25th FS_1-a",true};
{"A-10C_PAINT_1-b", 0 ,"A-10C_25th FS_1-b",true};
{"A-10C_PAINT_1-c", 0 ,"A-10C_25th FS_1-c",true};
{"A-10C_PAINT_1-d", 0 ,"A-10C_25th FS_1-d",true};
{"A-10C_PAINT_1-e", 0 ,"A-10C_354th FS_1-e",true};
{"A-10C_PAINT_1-f", 0 ,"A-10C_354th FS_1-f",true};
{"A-10C_PAINT_1-g", 0 ,"A-10C_47th FS_1-g",true};
{"A-10C_PAINT_1-h", 0 ,"A-10C_47th FS_1-h",true};
{"A-10C_PAINT_1-i", 0 ,"A-10C_47th FS_1-i",true};
{"A-10C_PAINT_1-j", 0 ,"A-10C_47th FS_1-j",true};
{"A-10C_PAINT_1-k", 0 ,"A-10C_47th FS_1-k",true};
{"A-10C_PAINT_1-L", 0 ,"A-10C_47th FS_1-L",true};
{"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};
{"pilot_a10_helmet", 0 , "pilot_f15_helmet", true};

Note the last line calling the helmet texture, which was what I added to replace the USN helmet with the Kevlar helmet.

 

When I inserted the following line:

{"pilot_a10_body", 0 ,"pilot_a10", true};

in front of

{"pilot_a10_helmet", 0 , "pilot_f15_helmet", true};

It worked fine.

 

I now realize that this also applies to the PTB. If you want to change the skin of your fuel tank, you need to make calls to the pilot and helmet files, even if you are using the default files.

 

 

@Dave,

This also means that if you want to create specific external tanks for your ghost and mod eagle schemes, you should be able to add the following lines:

{"pilot_F15_patch", 0 ,"f15_decol_empty",true};
{"pilot_F15_00_body", 0 ,"pilot_f15_00_a",true};
{"pilot_F15_00_helmet", 0 ,"pilot_f15_helmet",true};
{"f15PTB", 0 ,"<customname>",true};

Then add your custom PTB texture to Bazar\Textures\F-15

Edited by HomeFries
  • Like 1

Share this post


Link to post
Share on other sites

Looking good, DSP.

 

Which squadrons are you doing? This is so that If I decide to do some others we don't duplicate efforts.

 

I've also done the 104th FS (MD ANG) for the A-10A/C, though decals don't work with the A-10 yet.

Share this post


Link to post
Share on other sites

Homefries

 

I am going to do the units for the skins I made.

Share this post


Link to post
Share on other sites

Looking forward to it, Dave.

 

On another note, I discovered another caveat to my observations above. Not only do you need to call all "optional" textures if they are part of the same LOD (such as the body and helmet), but they must also be together in the description.lua file.

 

For example, I tweaked the original 74th FS Moody AFB, Georgia (FT) A-10 skin in order to put the kevlar helmet on the pilot. When the file read

<...>
{"A-10_Number", 0 ,"TactNumbers-USAF-Light_black",true};
{"A-10_Number_Noze_F", 0 ,"empty",true};
{"pilot_a10_body", 0 ,"pilot_a10", true};
{"A-10_Number_Noze_T", 0 ,"TactNumbers-USAF-Light_black",true};
{"A-10_Number_Wheel", 0 ,"TactNumbers-USAF-Light_black",true};
{"pilot_a10_helmet", 0 , "pilot_f15_helmet", true};
}

Then the body texture wouldn't display, and the helmet would display as the original white texture.

 

When I moved the body line to be next to the helmet line like this:

<...>
{"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};
{"pilot_a10_body", 0 ,"pilot_a10", true};
{"pilot_a10_helmet", 0 , "pilot_f15_helmet", true};
}

Then everything looked OK.

Edited by HomeFries

Share this post


Link to post
Share on other sites

Dave,

 

On another tangent, is the unit patch worn on the chest always a USAF MAJCOM, or can it be the parent air wing (we always considered air wings major commands in the Navy).

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..