How be added a new skin without replacing?
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Have a look at one of the aircraft that already has many skin sets.
Look at the models parent record and note how many texture sets it has.
In LE right click the root node and then open the textures dialog (not the graphical display of the textures but the list)
Divide the number of texture by the texture sets, this will tell you how many textures are in each set.
Examine the list and you should be able to spot some repeated texture numbers, these are generally things like the navigation lights, wheels etc.
Example:
3 texture sets, 15 textures = 5 textures per set.
|- S | 1012 e | 1013 t | 1014 | 164 <- navigation light texture 1 | 165 <- navigation light texture |- |- S | 1044 e | 1045 t | 1046 | 164 <- navigation light texture 2 | 165 <- navigation light texture |- |- S | 3302 e | 3303 t | 3304 | 164 <- navigation light texture 3 | 165 <- navigation light texture |-
Your new set will be for example:
4403
4404
4405
164 <- navigation light texture
165 <- navigation light textureTexture 164 and 165 are not new, just reused.
In the texture editor dialog you need to enter each of your texture numbers and add them, even the 164, 165. The list should then include the new texture numbers.
The texture sets in the parent record also needs changing.
You can check your new texture sets in OGLLOD. When OGLLOD is open hit space and open the display panel, enter the number of textures and then you can step through them.
Regards
Dave -
:bowd: :bowd: :bowd:
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How can I insert a new skin made by me in falcon bms without replacing the old skins already installed in bms?
Thx
Yes it can be done. I will post something interesting the following couple of weeks.
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That being said Raptor,
Do you know if there was a reason why tex sets for the F-16 models never exceeded 6 sets originally?
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I have no idea, nor i’ve tried up to now to add more sets to a model. Since i am working on such mod right now though i will test if you can have more than 6 sets and let you know.
I might be heard weird, but until new background code is added to better separate models/variants depending on user etc, a choice is to have 1 record assigned to 1 model variant, meaning 1 texture set, unique loadings, data etc. That way with the help of License Plates also as and some DB work, a full squadron can be modeled as per real… YES i know it is huge job to add all known stuff in the DB (and perhaps out of devs scope for now; ) but the outcome is worth it, at least theater developers might proceed this way. I personally think that having 6 different skin sets on a model is a compromise and not a realistic function, since these set right now “try” to reflect only the external painting camoouflage of a specific jet/block, that might be assigned to 2-3 different countries/users (as per sets). So while visually it is a solution currently, in the bottom line is not realistic at all since the aircraft onboard systems are different between most users…
You’ll understand better later, from the manual and photos i’ll post.
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yes i wish define an additional texture set for an AC. Thx how can I do ?
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I have no idea, nor i’ve tried up to now to add more sets to a model. Since i am working on such mod right now though i will test if you can have more than 6 sets and let you know….
You’ll understand better later, from the manual and photos i’ll post.
Hi Raptor any update?
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Hi Raptor any update?
The last 3 months i am putting more than 8 hours per day on a modded setup, there are tons of updates in any aspect, some never before introduced or implemented in falcon, that will eventually been distributed among all sides concerned for future releases. Every day some new feature is added or issues arise, when it will be ready, soon, you will notice.
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Have a look at one of the aircraft that already has many skin sets.
Look at the models parent record and note how many texture sets it has.
In LE right click the root node and then open the textures dialog (not the graphical display of the textures but the list)
Divide the number of texture by the texture sets, this will tell you how many textures are in each set.
Examine the list and you should be able to spot some repeated texture numbers, these are generally things like the navigation lights, wheels etc.
Example:
3 texture sets, 15 textures = 5 textures per set.
|- S | 1012 e | 1013 t | 1014 | 164 <- navigation light texture 1 | 165 <- navigation light texture |- |- S | 1044 e | 1045 t | 1046 | 164 <- navigation light texture 2 | 165 <- navigation light texture |- |- S | 3302 e | 3303 t | 3304 | 164 <- navigation light texture 3 | 165 <- navigation light texture |-
Your new set will be for example:
4403
4404
4405
164 <- navigation light texture
165 <- navigation light textureTexture 164 and 165 are not new, just reused.
In the texture editor dialog you need to enter each of your texture numbers and add them, even the 164, 165. The list should then include the new texture numbers.
The texture sets in the parent record also needs changing.
You can check your new texture sets in OGLLOD. When OGLLOD is open hit space and open the display panel, enter the number of textures and then you can step through them.
Regards
DaveI’m trying to add few skins… But I can’t find the “texture editor dialog” in lod editor. Where is it?
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After you have opened the LOD right click on the closed node tree icon on right side. I’m not at home currently I cannot make a screenshot about it.
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Done.
Thanks! -
Does anyone try if this modification is multiplayer compatible?
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Does anyone try if this modification is multiplayer compatible?
As I know it is MP compatible because it does not have any effect on modeling, simply links the same LOD for different skins.