LOD Editor for 433 Skinning
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Hello
Trying my hand at skinning and I’ve run into trouble and would appreciate some assistance:
(I’m running on Win7 Home 64-bit)LOD EDITOR v6.23 results in blank textures:
UPDATE: Make sure preferences point to DDS texture format, then the textures will show in this interface
And here with LE Utility (FF lite version), didn’t result in blank texture images. Note that just exporting a DDS and importing (replacing) it back corrupts the HDR somehow and all aircraft become invisible.
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In LE did you go to Preferences and set to “Use DDS Skins”???
And here with LE Utility (FF lite version), didn’t result in blank texture images. Note that just exporting a DDS and importing (replacing) it back corrupts the HDR somehow and all aircraft become invisible.
How are you doing that?? Looks as though your not doing it correctly. Basically there is no export/import. It’s a matter of making a skin and adding it to the KoreaObj folder.
C9
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C9
Are u saying LE isn’t needed?
How else would you access the CT’s textures? -
C9
Are u saying LE isn’t needed?
How else would you access the CT’s textures?No, LE isn’t really needed for skinning, of course if you want the TexMap Wirframe then you can get that from the Lite version.
You find the texture in either LE or the Lite version…Note their.dds #, grab that and work with it and replace it in the KoreaObj folder.
Of course, we could be having a conversation that is being misunderstood. So elaborate if you can. Otherwise if you have access to TeamSpeak3 I could walk you through it.
Lemme know,
Cheers,
C9
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Let’s see if I’m following you C9,
The DDS files in the KoreaObj folder are CT#s (like the F16DM-52) and each has a set texture files with their own numbers (like the tail flash), yeah?
So once I know the horizontal stabilizers tail texture number, are you saying that’s all I need to edit and replace manually? Thus no real need for the LE 6.23 to to the actual replacement step.
Since the LE 6.23 texture viewer is blank for some reason (maybe preference settings) on my rig, I can continue to use the old FF LE Lite to access the textures I need to know that are associated with the object I want to skin, yeah?
Thanks for being helpful
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AV8R,
LE is handy to find the texture numbers for a model. Let’s say in your picture above that you want to edit the tail for the selected F-16.
In the Texture Set Viewer window (right in your picture), click on the square which contains the tail, and note the Text ID # field. If that number is e.g. 505, than look for 505.dds file in your KoreaObj folder. Now, to be safe make a copy of 505.dds for backup, edit the dds file in photoshop, and when done replace/overwrite the original 505.dds file. No need to replace the file with LE.
Now you are done. If you want you can check in LE or in BMS the result on the F-16 model. If you want to go into more extensive editing of textures, you can use LE to extract the wireframes for each texture. This can be added as a layer in photoshop to help you identify the borders where parts are mapped.
Hope this helps.
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@Cloud:
Basically there is no export/import.
I agree with most of what you posted, however there is an “APPEND/REPLACE” texture function in LE under the action menu as well as an “EXPORT” texture function under the ROOT-TEXTURE menu.
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Thanks guys…
So I was successful in editing the tail flash texture and swapping the orig for the new. The LE was really only needed as a texture number lookup tool. Still not sure why the older FF LE lite corrupted the HDR when I used the Export (then edit the DDS file) and Replace buttons.
I did figure out the four tail flash textures in the F16DM-52 (2466) CT are the four a/c assigned in a flight, and can be seen individually in the BMS load out screen.
What I’m still not clear on yet is how to know which skins are used by the BMS load out screen’s Chang Skin button. My guess it’s got to do with “sets” seen in the viewer.
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Sry for stealing thread ,… what about models with 21 texture set , how are they done in LE ?
LE shows only 20 tex per set , so I search 21st is by my best guess tho, but , can it be somehow controlled from in LE ?Thanks
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You can look at the all the .dds texture numbers for a model, by editing the 1st LOd and then right clicking on the root tree.