Sabro Posted May 4, 2016 Posted May 4, 2016 (edited) Hey. Can someone explain to me how do skins work in Strike Fighters? All the decals, numbers, basically the .ini stuff. Other skinning tips are welcomed as well :D A few examples of my previous work (game is War Thunder): Edited May 4, 2016 by Sabro 2 Quote
Muesli Posted May 4, 2016 Posted May 4, 2016 The search option is your friend!http://combatace.com/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/http://combatace.com/topic/83470-creating-a-skin-step-by-step-with-gimp/http://combatace.com/topic/76701-making-decals-using-gimp/And so on...Cheers Quote
+daddyairplanes Posted May 4, 2016 Posted May 4, 2016 Dont know what you intend but my two cents.... what ever skin is your primary, that will display on the ramps when generated by the game. If you want variety, rely heavliy on DecalLevel=2. This will allow Navy Squadrons to hve CAG birds with the regulars, or in my case each single skin to repesent many airlines. Its also good to remember for noseart (Wrench's WW2 birds , me Virginia ANG birds) The hardest part of it all is the decal.ini dance, that is getting it all lined up. Even with help from locating parts (and lights) in the data ini or mues lod viewer to only way to finalize is to plug in numbers, fire it up and observe. Make adjustments until complete. The first is a cast iron bitch, all others in that series are a matter of creating tgas once the placement is set. Final hint not in the KB bout making tga... you can build in layers just like a skin. If doing alot of intricate marking like US Navy birds or airliners, make one layer a guideline layer to help with your placement. I make mine red, visible at the edges of the control surface or JUST invisible onthe upper and lower edges of the fuselage sides. Again it helps it to fit in better. Just dont forget to make that layer invisible when you export the tga in gimp!!!!! Quote
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