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Everything posted by SkateZilla
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Is SF2 Officially Orphaned?
SkateZilla replied to Z09SS's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
please sir... I want so'more. -
i was in High School in 2002, I was doing video editing and stuff, didnt start 3d until SFP1 Wally world release. and I Started with INI stuff first, then spent the money on Max. Shoot, working with Max 2011, is like, so many new features, to make what woulda normally taken and hour or so, take 15 minutes. Where the eff were those in max 7 and 8, ahaha.
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DCS/LOMAC Screen Shot Thread
SkateZilla replied to Dave's topic in Digital Combat Simulator Series General Discussion
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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.
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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.
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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.
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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};