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#4011119 - 09/17/14 09:28 PM Fictional modern USAF skin for F-86 (Using Skate's layered paintkit)  
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found here: http://forums.eagle.ru/showthread.php?t=128647

I started working on a fictional modern livery for the F-86. WIP so far:



Now this is the first time I've ever tried re-painting an asset in DCS. So I was wondering if Skate or anyone could answer a question for me. How do you control the reflectivity of the skin? As it stands now, this skin is very shiny/reflective (I had to show it under heavy could to mitigate the shine enough to make out the diffuse texture). I can see that I'm modifying the diff texture, but where is the specular/shine/reflectivity controlled? Because I want to make this skin to be very flat (for obvious reasons) Any help would be much appreciated. Cheers!


Last edited by Chris2525; 09/20/14 04:03 AM.

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#4011120 - 09/17/14 09:32 PM Re: Using Skate's layered paintkit [Re: Chris2525]  
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That looks awesome! smile

Nate

#4011123 - 09/17/14 09:34 PM Re: Using Skate's layered paintkit [Re: Chris2525]  
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I think the UVWs changed with 1.2.10 Update 1.

Will compare and adjust them after I do some work with the testing install.


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#4011128 - 09/17/14 09:43 PM Re: Using Skate's layered paintkit [Re: Chris2525]  
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Originally Posted By: Chris2525

Now this is the first time I've ever tried re-painting an asset in DCS. So I was wondering if Skate or anyone could answer a question for me. How do you control the reflectivity of the skin? As it stands now, this skin is very shiny/reflective (I had to show it under heavy could to mitigate the shine enough to make out the diffuse texture). I can see that I'm modifying the diff texture, but where is the specular/shine/reflectivity controlled? Because I want to make this skin to be very flat (for obvious reasons) Any help would be much appreciated. Cheers!



Specular Map.

Basically, it's a Multi-Channel Map, So You have to Edit RGB Channels with White or Black Color in Photoshop.

Each R, G, B, Channel Controls Different Aspects.

R- the intensity of the flare (the dark - no glare, bright - bright glare)
G- width of the specular spot
B-degree of reflection (dark - the surface does not reflect-mat, light - the maximum reflection - a mirror).
but for simplicity, the channel G is inverted R


Basically,
Anything you want to be Shiney, you make WHITE in the R and B Channels.
Anything you want to be Matte, you make BLACK in the R and B Channels.
For the G Channel, you can basically copy the B Channel, paste it into the G Channel and choose "Invert" to invert the colors.

When I'm done with Diffuse,
I usually save the diffuse PSD as a separate PSD for Specular,
Merge all Text/Decals into a Single Layer.
Convert them to a Black and White Layer
And change the Layer Properties Color Overlay to 0,255,0 or 0,0,0.

Then make the fuselage A Dark Grey, so it reflects some but not appear to be polished metal. and add some noise, so the flares and sun reflections aren't perfect but appear distored.


If anything, Open the Default Specular DDS, Copy it to your PSD for your Template, Save as a New PSD,
Make all Decals One layer, make it Black and White, set overlay to Black.
Then take the base Specular Layer and Lower the brightness of the R and B Channels.

That way the default specular noise/distortion is preserved and you are just reducing the default intensity, while making logos/decals non reflective/matte.


Save as a New specular .DDS File, adjust description.lua to point to your DDS.

Last edited by SkateZilla; 09/17/14 09:53 PM.

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#4011134 - 09/17/14 10:02 PM Re: Using Skate's layered paintkit [Re: Chris2525]  
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Ok, that should get me started. But one more question - how do you go about adding a spec map in the in the description.lua? I'm using a livery that has no default spec map (only a diff map, which is probably why my skin is so shiny - i suspect it's taking the light greys and translating them into a high spec value). Have you got an example of a description.lua applying both diff and spec maps that I could see as an example?

Last edited by Chris2525; 09/17/14 10:03 PM.

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#4011135 - 09/17/14 10:05 PM Re: Using Skate's layered paintkit [Re: Nate]  
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Originally Posted By: Nate
That looks awesome! smile

Nate


Cheers! Once I get it finalized, I'll throw it up with the DCS user files. Still some refinement required. I'm going to darken the shark's teeth, adjust the dark grey blobs and maybe make some other changes.

Last edited by Chris2525; 09/20/14 08:37 AM.

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#4011210 - 09/18/14 01:39 AM Re: Using Skate's layered paintkit [Re: Chris2525]  
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I Put up a New Template for use with v1.2.10.32095


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#4011222 - 09/18/14 02:29 AM Re: Using Skate's layered paintkit [Re: Chris2525]  
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Ok, got it. So those values after "F-86_main" determine whether the .dds is the diffuse, normal, or spec maps (0, 1, 2 respectively).

Quote:
livery = {

{"F86_MAIN", 0, "F-86F_MAIN_DIF_USAF2014", false};
{"F86_MAIN", 1, "F-86F_MAIN_BUMP_USAF2014", false};
{"F86_MAIN", 2, "F-86F_main_SPEC_USAF2014", false};


{"Fuel_Tank_120gal", 0, "fuel_tank_120gal", false},
{"F86_PYLONS", 0, "f-86f_pylons", false},

}

name = "Maryland ANG 2014"

countries = {"USA", "UK"}


I figure what I'll do for normal mapping is use a grey background, then take the seams and rivets from your template and make the seams darker grey and the rivets lighter grey.


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#4011226 - 09/18/14 02:40 AM Re: Using Skate's layered paintkit [Re: Chris2525]  
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...and now the stock markings are appearing for no apparent reason. Surely there's an easy fix for this?




My description.lua looks like the above (minus the normal texture which I haven't put in yet).


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#4011301 - 09/18/14 07:42 AM Re: Using Skate's layered paintkit [Re: Chris2525]  
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Getting closer.


Quote:
livery = {

{"F86_MAIN", 0, "F-86F_MAIN_DIF_USAF2014", false};
{"F86_MAIN", 1, "F-86F_main_BUMP_USAF2014", false};
{"F86_MAIN", 2, "F-86F_main_SPEC_USAF2014", false};
{"F86_MAIN", 3, "empty.dds", false};
{"F86_BORT NUMBER_01", 3,"F-86F_MAIN_DIF_USAF2014", false};
{"F86_BORT NUMBER_10", 3,"F-86F_MAIN_DIF_USAF2014", false};
{"F86_BORT NUMBER_100", 3,"F-86F_MAIN_DIF_USAF2014", false};
{"F86_BORT_NUMBER_TAIL_01", 3, "F-86F_MAIN_DIF_USAF2014", false};
{"F86_BORT_NUMBER_TAIL_10", 3, "F-86F_MAIN_DIF_USAF2014", false};
{"F86_BORT_NUMBER_TAIL_100", 3, "F-86F_MAIN_DIF_USAF2014", false};
{"F86_BORT NUMBER_01", 0,"F-86F_MAIN_DIF_USAF2014", false};
{"F86_BORT NUMBER_10", 0,"F-86F_MAIN_DIF_USAF2014", false};
{"F86_BORT NUMBER_100", 0,"F-86F_MAIN_DIF_USAF2014", false};
{"F86_BORT_NUMBER_TAIL_01", 0,"F-86F_MAIN_DIF_USAF2014", false};
{"F86_BORT_NUMBER_TAIL_10", 0,"F-86F_MAIN_DIF_USAF2014", false};
{"F86_BORT_NUMBER_TAIL_100", 0,"F-86F_MAIN_DIF_USAF2014", false};

{"Fuel_Tank_120gal", 0, "fuel_tank_120gal", false},
{"F86_PYLONS", 0, "f-86f_pylons", false},

}

name = "Maryland ANG 2014"

countries = {"USA", "UK"}


Results in this (notice how the area on the tail and the fuselage where the BORT numbers used to be now contain the whole DIFF image texture):




So I tried replacing that Diff image with the transparent "empty.dds", as per:

Quote:
livery = {

{"F86_MAIN", 0, "F-86F_MAIN_DIF_USAF2014", false};
{"F86_MAIN", 1, "F-86F_main_BUMP_USAF2014", false};
{"F86_MAIN", 2, "F-86F_main_SPEC_USAF2014", false};
{"F86_MAIN", 3, "empty.dds", false};
{"F86_BORT NUMBER_01", 3,"empty.dds", false};
{"F86_BORT NUMBER_10", 3,"empty.dds", false};
{"F86_BORT NUMBER_100", 3,"empty.dds", false};
{"F86_BORT_NUMBER_TAIL_01", 3, "empty.dds", false};
{"F86_BORT_NUMBER_TAIL_10", 3, "empty.dds", false};
{"F86_BORT_NUMBER_TAIL_100", 3, "empty.dds", false};
{"F86_BORT NUMBER_01", 0,"empty.dds", false};
{"F86_BORT NUMBER_10", 0,"empty.dds", false};
{"F86_BORT NUMBER_100", 0,"empty.dds", false};
{"F86_BORT_NUMBER_TAIL_01", 0,"empty.dds", false};
{"F86_BORT_NUMBER_TAIL_10", 0,"empty.dds", false};
{"F86_BORT_NUMBER_TAIL_100", 0,"empty.dds", false};

{"Fuel_Tank_120gal", 0, "fuel_tank_120gal", false},
{"F86_PYLONS", 0, "f-86f_pylons", false},

}

name = "Maryland ANG 2014"

countries = {"USA", "UK"}


and got this:



It seems like the transparency doesn't take, and it projects a flat, null image instead
darkcloud


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#4011401 - 09/18/14 03:28 PM Re: Using Skate's layered paintkit [Re: Chris2525]  
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You got the Material Layers setup wrong.
Layers with: 0 are Diffuse, Layers with 1 Are Bump/Normal, Layers with 2 Are Specular, Layers with 3 are Decal/Transparency Layers.

So you want to Have the Diffuse Layers for the Bort to Match your Fuselage/Wings Texture, and then use the Empty.dds for the Decal Transparency layer.

Should Be:
Code:
{"F86_BORT NUMBER_01", 0,"F-86F_MAIN_DIF_USAF2014", false};       - Bort Diffuse Layer (Make this the Same as your Base Layer)
{"F86_BORT NUMBER_10", 0,"F-86F_MAIN_DIF_USAF2014", false};       - Bort Diffuse Layer (Make this the Same as your Base Layer)
{"F86_BORT NUMBER_100", 0,"F-86F_MAIN_DIF_USAF2014", false};      - Bort Diffuse Layer (Make this the Same as your Base Layer)
{"F86_BORT_NUMBER_TAIL_01", 0,"F-86F_MAIN_DIF_USAF2014", false};  - Bort Diffuse Layer (Make this the Same as your Base Layer)
{"F86_BORT_NUMBER_TAIL_10", 0,"F-86F_MAIN_DIF_USAF2014", false};  - Bort Diffuse Layer (Make this the Same as your Base Layer)
{"F86_BORT_NUMBER_TAIL_100", 0,"F-86F_MAIN_DIF_USAF2014", false}; - Bort Diffuse Layer (Make this the Same as your Base Layer)

{"F86_BORT NUMBER_01", 3,"empty", false};        -- Bort Decal Layer (To Make invisible, Use A Empty DDS)
{"F86_BORT NUMBER_10", 3,"empty", false};        -- Bort Decal Layer (To Make invisible, Use A Empty DDS)
{"F86_BORT NUMBER_100", 3,"empty", false};       -- Bort Decal Layer (To Make invisible, Use A Empty DDS)
{"F86_BORT_NUMBER_TAIL_01", 3, "empty", false};  -- Bort Decal Layer (To Make invisible, Use A Empty DDS)
{"F86_BORT_NUMBER_TAIL_10", 3, "empty", false};  -- Bort Decal Layer (To Make invisible, Use A Empty DDS)
{"F86_BORT_NUMBER_TAIL_100", 3, "empty", false}; -- Bort Decal Layer (To Make invisible, Use A Empty DDS)

Last edited by SkateZilla; 09/18/14 06:56 PM.

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#4011404 - 09/18/14 03:35 PM Re: Using Skate's layered paintkit [Re: Chris2525]  
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With the latest update they added some detail to the F-86 Main Texture (Intake/Engine and Guns).

They also added the F-86 Main Decal Layer, which you can use the empty.dds to make invisible.

I Uploaded the Update Template last night with the new Details added:
http://forums.eagle.ru/showthread.php?t=128647

In case anyone else needs the Material names.

Code:
livery = {
	{"F86_MAIN", 0,"f-86f_main_DIF", false}, -- Fuselage Diffuse Texture
	{"F86_MAIN", 1,"f-86f_main_NM", false}, -- Fuselage Normals Texture
	{"F86_MAIN", 2,"f-86f_main_SPEC", false}, -- Fuselage Specular Texture
        {"F86_MAIN", 3,"F-86F_DECAL", false}, -- Fuselage And Wing Decal Layer  --New for 1.2.10.32095
	{"F86_Cockpit", 0, "f-86f_cockpit", false}, -- External Mesh Cockpit Texture
	{"GLASS", 0,"f-86f_glass", false}, -- Ext Mesh Canopy Glass Diffuse Texture
	{"GLASS", 2,"f-86f_glass_spec", false}, -- Ext Mesh Canopy Glass Specular Texture
	{"Fuel_Tank_120gal", 0, "fuel_tank_120gal", false},-- 120GAL Fuel Tank Diffuse Texture
	{"Fuel_Tank_120gal", 1, "fuel_tank_120gal_NM", false},-- 120GAL Fuel Tank Normals Texture
	{"Fuel_Tank_120gal", 2, "fuel_tank_120gal_SPEC", false},-- 120GAL Fuel Tank Specular Texture
	{"F86_GEAR", 0, "f-86f_gear", false}, -- Landing Gear Diffuse Texture
	{"F86_GEAR", 1, "f-86f_gear_nm", false}, -- Landing Gear Normals Texture
	{"F-86_Front_Wheels", 0, "f-86f_front_wheel_dif", false}, -- Nose Wheel Diffuse Texture
	{"F-86_Front_Wheels", 1, "f-86f_front_wheel_nm", false}, -- Nose Wheel Normals Texture
	{"F-86_Main_Wheels_R", 0, "f-86f_main_wheel_dif", false}, -- Right Main Wheel Diffuse Texture
	{"F-86_Main_Wheels_R", 1, "f-86f_main_wheel_nm", false}, -- Right Main Wheel Normals Texture
	{"F-86_Main_Wheels_L", 0, "f-86f_main_wheel_dif", false}, -- Left Main Wheel Diffuse Texture
	{"F-86_Main_Wheels_L", 1, "f-86f_main_wheel_nm", false}, -- Left Main Wheel Normals Texture
	{"F86_PYLON_AIM9b", 0, "f-86f_pylon_AIM9b", false}, -- AIM9/GAR8 Pylon Diffuse Texture
	{"F86_PYLON_AIM9b", 1, "f-86f_pylon_AIM9b_NM", false}, -- AIM9/GAR8 Pylon Normals Texture
	{"F86_PYLON_AIM9b", 2, "f-86f_pylon_AIM9b_SPEC", false}, -- AIM9/GAR8 Pylon Specular 
	{"F86_PYLONS", 0, "f-86f_pylons", false}, -- Pylons Diffuse Texture
	{"F86_PYLONS", 1, "f-86f_pylons_NM", false}, -- Pylons Normals Texture
	{"F86_PYLONS", 2, "f-86f_pylons_SPEC", false}, -- Pylons Specular Texture
	{"Pylon_AERO3b", 0, "aero-3b", false}, -- Aero3B Pylon Diffuse Texture
	{"Pylon_AERO3b", 1, "aero-3b_NM", false}, -- Aero3B Pylon Normals Texture
	{"Pylon_AERO3b", 2, "aero-3b_SPEC", false}, -- Aero3B Pylon Specular Texture
	{"F86_BORT NUMBER_01", 3,"f-86f_bort_number", false}, -- Fuselage Bort Number Decal Layer
	{"F86_BORT NUMBER_10", 3,"f-86f_bort_number", false}, -- Fuselage Bort Number Decal Layer
	{"F86_BORT NUMBER_100", 3,"f-86f_bort_number", false}, -- Fuselage Bort Number Decal Layer
	{"F86_BORT_NUMBER_TAIL_01", 3, "f-86f_bort_number_tail", false}, -- Tail Bort Number Decal Layer
	{"F86_BORT_NUMBER_TAIL_10", 3, "f-86f_bort_number_tail", false}, -- Tail Bort Number Decal Layer
	{"F86_BORT_NUMBER_TAIL_100", 3, "f-86f_bort_number_tail", false}, -- Tail Bort Number Decal Layer
	{"F86_BORT NUMBER_01", 0,"f-86f_main_DIF", false}, --Bort Number Diffuse Texture, Make it the Same as Your F86_MAIN
	{"F86_BORT NUMBER_10", 0,"f-86f_main_DIF", false}, --Bort Number Diffuse Texture, Make it the Same as Your F86_MAIN
	{"F86_BORT NUMBER_100", 0,"f-86f_main_DIF", false}, --Bort Number Diffuse Texture, Make it the Same as Your F86_MAIN
	{"F86_BORT_NUMBER_TAIL_01", 0,"f-86f_main_DIF", false}, --Bort Number Diffuse Texture, Make it the Same as Your F86_MAIN
	{"F86_BORT_NUMBER_TAIL_10", 0,"f-86f_main_DIF", false}, --Bort Number Diffuse Texture, Make it the Same as Your F86_MAIN
	{"F86_BORT_NUMBER_TAIL_100", 0,"f-86f_main_DIF", false}, --Bort Number Diffuse Texture, Make it the Same as Your F86_MAIN
}

name = "Template Description"
countries = {
	"USA",
}


Last edited by SkateZilla; 09/18/14 06:57 PM.

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#4011535 - 09/18/14 09:47 PM Re: Using Skate's layered paintkit [Re: Chris2525]  
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Alright! That did the trick. Thanks skate!!



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#4012111 - 09/20/14 03:57 AM Re: Using Skate's layered paintkit [Re: Chris2525]  
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Ok, I've uploaded it on the DCS/user files page. It's just awaiting mod approval. It should be up soon. I'll post a link when it comes up.

The finished product:





I had particular fun playing around with the spec map to come up with a worn/dirty metal gun panel....







Last edited by Chris2525; 09/20/14 05:21 AM.

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#4012172 - 09/20/14 11:54 AM Re: Using Skate's layered paintkit [Re: Chris2525]  
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nice!


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#4012182 - 09/20/14 12:47 PM Re: Using Skate's layered paintkit [Re: Chris2525]  
Joined: Mar 2011
Posts: 1,666
Chris2525 Offline
Member
Chris2525  Offline
Member

Joined: Mar 2011
Posts: 1,666
Canada
Thanks!

I didn't end up adding a normal map. I tried creating one in black and white, but it just created a weird set of artifacts all across the surfaces (I'm guessing the render doens't use B&W for normal maps?)so I settled for some shiny areas along the seams and rivet lines which I created from your seams/rivets/dirt layer projected on a white background and then inverted and blurred. Seemed to work fairly well. You can see the shiny seams in the 1st, 2nd and 3rd pictures.

Still waiting for it to clear moderation on the DCS site. I'm hoping some users will think it makes their F-86 "fit in" a little better with the rest of their aircraft. OR maybe not.


Windows 7 Home Premium x64 / Intel Core i7-3770K @ 3.50GHz (8 CPUs), ~3.9GHz / 8192MB DDR3 / NVIDIA GeForce GTX780 / TM Warthog / Saitek Pro Fight Rudder Pedals / TrackIR5
#4012212 - 09/20/14 02:42 PM Re: Using Skate's layered paintkit [Re: Chris2525]  
Joined: Dec 2001
Posts: 2,111
Ark Offline
Cat Herder
Ark  Offline
Cat Herder
Member

Joined: Dec 2001
Posts: 2,111
Fresno, CA.
Your repaints make me want to buy the Sabre.

Damn you.


Ark

Windows 7 x64
Asus P6T Deluxe mobo
Core i7 920 @ 4.0
6GB G.Skill DDR3 1600
Evga GTX 680 Classified
SB X-FI Fatality
640GB WD "Black"
1GB WD "Black"
LG 39" LCD / Dell 3007WFP-HC 30" LCD / Acer H233H 23" LCD


RIP Positive G
#4012492 - 09/21/14 07:25 AM Re: Using Skate's layered paintkit [Re: Chris2525]  
Joined: Mar 2011
Posts: 1,666
Chris2525 Offline
Member
Chris2525  Offline
Member

Joined: Mar 2011
Posts: 1,666
Canada
Well, you don't technically have to buy the sabre to have this skin in game. Only if you want to fly it wink

available for download now:

https://www.digitalcombatsimulator.com/en/files/884771/


Windows 7 Home Premium x64 / Intel Core i7-3770K @ 3.50GHz (8 CPUs), ~3.9GHz / 8192MB DDR3 / NVIDIA GeForce GTX780 / TM Warthog / Saitek Pro Fight Rudder Pedals / TrackIR5

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