Jump to content
HomeFries

How do I use the high level features of ModMan?

Recommended Posts

I think I've figured out the basics of skinning the F-15, including the TGA files vs. BMP to create "decals" similar to those in SF2. This opens the possibility of creating custom nose art and canopy names for myself and other friends. However, doing so on skins other than default skins (already zipped and in path) will require a huge amount of storage (liveries) or manual entries into graphics.cfg (common files to a zip).

 

The most elegant solution is the zipfile for the skin (the tga dds files go into the livery), but I can't figure out how to get modman to make dynamic entries into cfg files. I know there are cfg and misc options in the mod maker, but there are no instructions or tutorials that I could find. The closest thing, the CDDS tutorial, seems to be obsolete with DCSW which now does the same thing with conventional zip files and native use of DDS.

 

Does anybody know how to use the cfg/misc features of modman, or if not is it still a feasible solution to bundle files in a CDDS?

 

Thanks in advance.

Share this post


Link to post
Share on other sites

For what it's worth, number Decals are 3d Model Integrated in Max with argument animations. Same with alot of other decals.

Share this post


Link to post
Share on other sites

Sorry Skate. Not to come off as a complete knucklehead, but I'm not sure of what that means, unless you're talking about assignment of the 3 digits of the serial number on the tail.

 

What I'm trying to figure out is how to use these functions in the Modman Mod Maker:

modsmaker.jpg

 

CFG (I think this is the one I want):

mm_cfg.jpg

 

Misc:

mm_misc.jpg

 

The whole idea is to have a common set of textures for a virtual squadron with specific decol files and pilot files for each member, in order to avoid having to repeat each file in each livery folder. I'm also trying to do it in a way that dosen't require manual tweaking of graphics.cfg.

Edited by HomeFries

Share this post


Link to post
Share on other sites

Liveries in a ZIP w/ DESC LUA shouldn't need to mod the CFG file. as long as the "TRUE/FALSE" part of each line is set correctly, the engine will scan that ZIP and the designated VFS_textures_Mount folders (/Bazar/Liveries/ etc) for the textures.

Edited by SkateZilla

Share this post


Link to post
Share on other sites

I was trying to get fancy. I saw that the CAW Su-25T package uses common zips and requires tweaking the graphics.cfg, and I was looking for a way to automate it. I also thought that doing this with a virtual squadron skin and using the decol/patch files in the individual liveries for the members would save on HD space and require fewer changes overall in the event that the skin was updated.

 

I wish ED would just add a single folder in the path, and every file in that folder would be read as part of graphics.cfg. This would make things much simpler for custom skins, though no question the livery system is a huge step in the right direction.

Share this post


Link to post
Share on other sites

Base Paint in one Folder.

 

Make a ZIP for each member, and only put DECALs or Changed Textures in it.

 

Make the Lines for the Common Textures in the description file read "true" (so game knows to scan outside local folder/zip, it will scan all vfs_texture mounts.).

So for common textures (ie base paint):

{"MaterialName", 0, "texturename", true]

 

then Custom name/patch/decals

{"materialname", 0/3, "texturename", false]

 

So You'd have a Folder (folder names are just examples.)

/Liveries/F-15C/HomeFriesMain.zip (with all common files that are in all squad skins). (This might have to be in a /HomeFriesMain/ folder too or in Bazar/Textures folder.)

 

then

/Liveries/F-15C/HomeFriesSqd1/member1.zip (with files specific only to his plane, and description lua with values set correctly)

/Liveries/F-15C/HomeFriesSqd2/member2.zip (with files specific only to his plane, and description lua with values set correctly)

/Liveries/F-15C/HomeFriesSqd3/member3.zip (with files specific only to his plane, and description lua with values set correctly)

 

 

So you'd have 4 zips. 1 with all the main textures for everthing. and 3 with just decals/changed textures. So common textures aren't copied 4 times. (decreases loading time, packages size, and VRAM usage).

 

Im in office so i cant say for sure the folders everything goes in, but this weekend I'll be doing something similar with one of my modules (Main skin and decals for individual skins in ZIP.

Edited by SkateZilla

Share this post


Link to post
Share on other sites

That's exactly what I would like to do, Skate. The VRAM hit is something else I thought of as well since I'm running with a 512Mb graphics card.

 

Question is whether it is possible to do this without adding a line to graphics.cfg. I've already tested this by adding a couple of ZIPs with common files to Bazar\World\Textures and adding them to graphics.cfg, then putting the personalized files in the livery folders and setting the appropriate lines to True/False.

 

The big hang up is whether there is a way to automate this for people who don't want to tweak their config files. I would rather spend the time trying to simplify the system than spend the same amount or more time helping people who are afraid to tweak their file, or have done so incorrectly.

Share this post


Link to post
Share on other sites

Bazar/World/Textures should already be mounted.

 

if not add the vfs texture call to the F-15C.LUA in the /Scripts/database/planes/

 

 

That would be the only difference in what im gonna be doing and what you're doing.

 

our Module uses /Mods/Aircraft/F-100D/Textures/ to store textures with a VFS Mount for each skin folder, plus a folder with a folder for main self_illuminated, a folder for main diffuse/spec/bump maps.

 

 

So, Items that dont change on any of the Liveries are in the /F-100D/Textures/MainDiffuse/ folder, and String in Livery desc. lua is set to true.

those items are bump maps, canopy glass, etc etc.

 

/self_illuminated is the folder where I store the TGAs for Lights, Afterburner etc.

Edited by SkateZilla

Share this post


Link to post
Share on other sites

Bazar/World/Textures should already be mounted.

 

if not add the vfs texture call to the F-15C.LUA in the /Scripts/database/planes/

Now that's an interesting idea: adding ta tweaked F-15C.lua to the modman package. Solves the graphics.cfg problem.

 

In the existing graphics.cfg, a number of files have path lines, many of which are in Bazar\World\Textures. I was under the impression that the files themselves had to be in the path line, as opposed to a folder being in the path and having all of its contents in the path as well.

 

Like you, I'm at work, so I can't take a look right now, but this is definitely something to build on.

Share this post


Link to post
Share on other sites

If Bazar/World/Textures/ is mounted, then you only need to place your commonfiles.zip there, or maybe /Textures/F-15C/ if it exists.

Share this post


Link to post
Share on other sites

Skate, you're a genius!

 

I thought that the path commands in graphics.cfg pointed to zip files. In fact, they point to folders, and DCS recognizes a zip file as a folder.

 

Here's what I did to test:

  1. Extracted bazar\textures\f-15.zip to the folder bazar\textures\f-15. Removed f-15.zip. Ran mission with default skins and tested SAT.
  2. Removed files from F-15 folder and reinserted f-15.zip. Added custom skins to F-15 folder. Ran mission with combination of default skins and custom skins. Tested SAT.
  3. Renamed files in F-15 folder from *.bmp.dds and *.tga.dds to *.dds. Ran same mission with combination of default and custom skins. Tested SAT.

 

What this means is that we can have our cake and eat it too!

 

Even with the existence of a F-15.zip file, DCSW will continue to read files from both the zipfile and the folder named in the path. There is no need to extract the existing zipfiles, nor add files to them. This is great for maintaining compatibility with the autoupdater.

Likewise, we can create the F-15 folder in ModMan and add common files without having to add a path to graphics.cfg.

Finally, since ModMan can't handle the multiple-extension DDS files that are required for the zipfile, being able to have "regular" named DDS files in the folders allows for the use of ModMan to keep track of our common files.

 

Bottom line: packaging aircraft fleets like this will save a lot of space, loading time, VRAM, et al, yet we can still maintain a compact delivery using the RAR/Zip feature in ModMan.

Share this post


Link to post
Share on other sites

these lines/scanning methods are kinda new from what i was told, older lomac/fc2, and dcs KA-50, you had to mod the Graphics.CFG,

 

ED Added the ability to declare/use folder mounts scanning to allow user to have custom skins without being booted from servers for failing integrity checks (modded .CFG) (or something along those lines.)

 

I think the Engine scans over 100 folders during startup for Declare LUAs and stuff.

 

at one point i had BMPs all over the place, and they kept being picked up by game, when i didnt want them too, lol.

 

Now when i run 3 screens, my left is completely filled with Debug Data..

 

 

 

As for Decal Layer on A-10C not working, Dunno why, as I didnt see a Decal Layer option in materials list in Max,

 

I know I'm gonna need both Decals and Damage/Bulletholes Layers soon.

Edited by SkateZilla

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

  • Similar Content

    • By Tonci87
      I´m sure you have seen it in some movie, or read it in a story. 
      Someone who has no clue about airplanes has to get in one and fly off to somewhere.
      They usually just get in and fly away, but it is really that simple?
      Since I´m new to the flightsim genre I decide to dedicate my first flight to answering that question.
      https://www.youtube.com/watch?v=VMxr0QLArPc
    • By MigBuster
       

       
      "The Heatblur Simulations F-4E Phantom II is the culmination of over 2 years of intense development, preceded by countless hours of research and built with our next-gen technology that brings many new features, leaning on all the know-how gained from our previous modules. DCS: F-4 represents some of the most immersive cold war fighter jet simulation available. Climb into the cockpit of this beast and announce yourself with thunder, as you experience the thrill of riding a primeval spirit.
      DCS: F-4 includes, and models, both the DMAS and non-DMAS equipped F-4E Phantom II variants using the powerful J-79 engines. It utilizes our next-gen components based simulation framework - the aircraft is simulated as a connection of thousands of individual components. From an instrument needle to control surfaces, each component influences the state of the aircraft and even comes with its own wear and tear. Enjoy in depth fluids and electric simulations, a dynamic flight model and many new “firsts” in DCS, when flying and fighting in the F-4! 
      With the DCS F-4 we are introducing JESTER 2.0 - a completely rebuilt and redesigned JESTER AI to help you as your WSO, with improved and updated intelligence, a new interface and new immersive features, like pro-actively asking you questions depending on the situation - changing his behavior based on your answers. Teamwork is key in the Phantom. With JESTER 2.0 you will be able to not only enjoy this multiseat fighter in multiplayer with a friend, but also in singleplayer on your own. "
       
      There are 4 options to choose from on the Heatblur store only for now - Order at your own risk.
      https://store.heatblur.com/products/dcs-f-4-phantom
       
       
       
       
    • By MigBuster


      DCS Normandy 2 map released in early access, and discount on WWII fighter modules.
       
       
       
    • By MigBuster

       
       
       
      Dear Fighter Pilots, Partners and Friends,
      The latest DCS Open Beta is now available, and we are excited to announce DCS: AH-64D as the ultimate addition to your hangar. This iconic aircraft served in decades of operations and lives on forever as a legend. Watch the launch trailer now.
       
       
       
       
       
      DCS: AH-64D is one of the most complex projects we have undertaken, and it has pushed our team to new heights. The Early Access features are now complete and we thank you, our faithful community, for your patience and support. We look forward to your feedback and comments with great eagerness. Thank you.
       
      Thank you for your passion and support.
        Yours sincerely,
      Eagle Dynamics Team
        AH-64D Out Now
      Early Access
       
      The legendary AH-64D has flown into Early Access and we are already overwhelmed with the response from the community. Thank you to those of you who have made this dream come true and to all the pre-release sales we received. The trust you have bestowed on us is extraordinary and we recognise and admire all of you who supported us during these 6 months. We hope that you won’t be disappointed. Thank you!
      The AH-64D is a revolutionary development in the history of war. The flying tank is designed to withstand massive impacts and inflict serious damage. It can operate during the day or night and even in all weather conditions. Please check out the launch trailer.
        AH-64D Early Access
      Development Report
      At Early Access release, the AH-64D includes a rich feature set that will allow almost endless gameplay. This includes near-complete external and cockpit art and animations, including new pilot models. Most of the avionics systems are fully operational such as; the Tactical Situation Display (TSD), the Integrated Helmet and Display Sight System (IHADSS) and numerous Multi-Purpose Display (MPD) pages.
      Early Access sensors and weapons include the Targeting Acquisition and Designation Sight (TADS), Pilot Night Vision Sensor (PNVS), night vision goggles, laser-guided AGM-114 Hellfire missiles, Hydra 2.75” unguided rockets and the M230 Chain Gun.
      Flying the AH-64D is made easy with its advanced flight control system. Online multi-crew is available at Early Access and single pilot or gunner operation is truly special thanks to our advanced ‘George’ AI. In the coming months following Early Access release, the Fire Control Radar (FCR), radar-guided Hellfire missiles, datalink between flight members, and more will be made available.
        AH-64D Pricing
      Early Access
      Early Access Program
      DCS: AH-64D
      Now available
      Download › DCS: AH-64D Pricing Policy
      The AH-64D is available in Early Access and will soon be in Free to Play for you to enjoy for 14 days to test fly before you buy. Also, do not forget to take advantage of the Early Access 20% discount on DCS: AH-64D. We are truly looking towards your initial comments.
      Thank you again for your patience, passion and support,
        Yours sincerely,
      Eagle Dynamics Team
×

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..