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#4338623 - 02/18/17 06:45 PM does not work : disabling M2K Dynamic Nose and Tail Number system  
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Tom_Weiss Offline
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I disabled it in my skins - its introduction made all M2K skins broken, still, there is a specular shadow now in its place, anyone has any idea how to get rid of it ?




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#4338721 - 02/19/17 02:20 AM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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Metal2Mesh Offline
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disable it in the lua file

#4338723 - 02/19/17 02:31 AM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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in the description lua

example:

{"FUSE_NUMBER2_001", 0 ,"M2KC_1T_2003TM",false};
{"FUSE_NUMBER2_001", DECAL ,"empty",false};

and copy the empty dds to disable the number

Last edited by Metal2Mesh; 02/19/17 02:31 AM.
#4338752 - 02/19/17 11:04 AM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Metal2Mesh]  
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so you are the original developer - I am a great fan of your work in P3D/FSX smile

Originally Posted By: Metal2Mesh
in the description lua

example:

{"FUSE_NUMBER2_001", 0 ,"M2KC_1T_2003TM",false};
{"FUSE_NUMBER2_001", DECAL ,"empty",false};

and copy the empty dds to disable the number


it makes it even worse if I set DECAL to false

why don't you dl the file and give it a try ?
http://www.lockonfiles.com/files/file/3270-dcs-mirage-2000c-israeli-air-force-the-bat-sqn/

here is the lua file I use:

Quote:

livery = {
{"ext1", 0 ,"M2KC_1T",false};
{"ext1", 2 ,"M2KC_1Specular",false};

{"ext2", 0 ,"M2KC_2T",false};
{"ext2", 2 ,"M2KC_2Specular",false};

{"ext6", 0 ,"M2KC_6T",false};
{"ext6", 2 ,"M2KC_6Specular",false};

{"ext7", 0 ,"M2KC_7T",false};

{"FUSE_NUMBER1_001", 0 ,"M2KC_1T",false};
{"FUSE_NUMBER1_001", DECAL ,"empty",true};

{"FUSE_NUMBER2_001", 0 ,"M2KC_1T",false};
{"FUSE_NUMBER2_001", DECAL ,"empty",true};

{"FUSE_NUMBER2_010", 0 ,"M2KC_1T",false};
{"FUSE_NUMBER2_010", DECAL ,"empty",true};

{"TAIL_NUMBER1_001", 0 ,"M2KC_2T",false};
{"TAIL_NUMBER1_001", DECAL ,"empty",true};

{"TAIL_NUMBER1_010", 0 ,"M2KC_2T",false};
{"TAIL_NUMBER1_010", DECAL ,"empty",true};

{"TAIL_NUMBER1_100", 0 ,"M2KC_2T",false};
{"TAIL_NUMBER1_100", DECAL ,"empty",true};

{"TAIL_NUMBER2_001", 0 ,"M2KC_2T",false};
{"TAIL_NUMBER2_001", DECAL ,"empty",true};

{"TAIL_NUMBER2_010", 0 ,"M2KC_2T",false};
{"TAIL_NUMBER2_010", DECAL ,"empty",true};

{"TAIL_NUMBER2_100", 0 ,"M2KC_2T",false};
{"TAIL_NUMBER2_100", DECAL ,"empty",true};

{"TAIL_NUMBER3_001", 0 ,"M2KC_2T",false};
{"TAIL_NUMBER3_001", DECAL ,"empty",true};

{"TAIL_NUMBER3_010", 0 ,"M2KC_2T",false};
{"TAIL_NUMBER3_010", DECAL ,"empty",true};

{"TAIL_NUMBER3_100", 0 ,"M2KC_2T",false};
{"TAIL_NUMBER3_100", DECAL ,"empty",true};

{"NOSE_NUMBER_001", 0 ,"M2KC_1T",false};
{"NOSE_NUMBER_001", DECAL ,"empty",true};

{"NOSE_NUMBER_010", 0 ,"M2KC_1T",false};
{"NOSE_NUMBER_010", DECAL ,"empty",true};

{"NOSE_NUMBER_100", 0 ,"M2KC_1T",false};
{"NOSE_NUMBER_100", DECAL ,"empty",true};

{"WINGR_NUMBER_001", 0 ,"M2KC_2T",false};
{"WINGR_NUMBER_001", DECAL ,"empty",true};

{"WINGR_NUMBER_010", 0 ,"M2KC_2T",false};
{"WINGR_NUMBER_010", DECAL ,"empty",true};

{"WINGR_NUMBER_100", 0 ,"M2KC_2T",false};
{"WINGR_NUMBER_100", DECAL ,"empty",true};

{"WINGL_NUMBER_001", 0 ,"M2KC_1T",false};
{"WINGL_NUMBER_001", DECAL ,"empty",true};

{"WINGL_NUMBER_010", 0 ,"M2KC_1T",false};
{"WINGL_NUMBER_010", DECAL ,"empty",true};

{"WINGL_NUMBER_100", 0 ,"M2KC_1T",false};
{"WINGL_NUMBER_100", DECAL ,"empty",true};
}
name = "Israeli The Bat Sqn W by Tom Weiss"
countries = {"FRA","USA","ISR"}



the problem is the lack of a specular file IMO



#4338755 - 02/19/17 11:21 AM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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Metal2Mesh Offline
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Did you try adding a line for the specular for each decal?

It might be the problem cause you are using your own specular.

{"FUSE_NUMBER1_001", 0 ,"M2KC_1T",false};
{"FUSE_NUMBER1_001", 2 ,"M2KC_1Specular",false}; <---this
{"FUSE_NUMBER1_001", DECAL ,"empty",true};

#4338758 - 02/19/17 11:54 AM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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Tom_Weiss Offline
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I use custom specular files on all my skins

like this one:


http://www.lockonfiles.com/files/file/3371-dcs-f-5e-us-navy-vfc111-sundowners/

or this one


http://www.lockonfiles.com/files/file/3371-dcs-f-5e-us-navy-vfc111-sundowners/

when the number system was added, IMO, it is missing something that in the other skins works.

#4338881 - 02/20/17 10:03 AM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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Tom_Weiss Offline
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so ...

#4338906 - 02/20/17 02:01 PM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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IceecI Offline
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Problem isn't the specular file.


Give a man fish and he gets food, give a man a fishing rod and he asks for another one.
#4338920 - 02/20/17 02:40 PM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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Tom_Weiss Offline
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it isn't - I made a specular file to see if it is, it is something else.

Metal2 will be able to fix it.

#4338922 - 02/20/17 02:40 PM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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SkateZilla Offline
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99% of the time it's a Texture Layer Call.

So:
[BORT MATERAL NAME], CHANNEL, TEXTURE, FILE OUTSIDE FOLDER.

If you're using custom Diffuse and Speculars, you need to call them in both the material slot for the fuselage and the material slot for the Bort Numbers as they are Layered Textures (DIFFUSE, SPECULAR, DECAL)

Place the 1x1 or 2x2 Empty.DDS w/ Alpha Channel in the Folder.

So:
Code:
{"FUSE_NUMBER1_001", 0 ,"YOUR DIFFUSE TEXTURE",false};
{"FUSE_NUMBER1_001", 2 ,"YOUR SPECULAR TEXTURE",false};
{"FUSE_NUMBER1_001", DECAL ,"empty",false};

{"FUSE_NUMBER2_001", 0 ,"YOUR DIFFUSE TEXTURE",false};
{"FUSE_NUMBER2_001", 2 ,"YOUR SPECULAR TEXTURE",false};
{"FUSE_NUMBER2_001", DECAL ,"empty",false};

{"FUSE_NUMBER2_010", 0 ,"YOUR DIFFUSE TETURE",false};
{"FUSE_NUMBER2_010", 2 ,"YOUR SPECULAR TEXTURE",false};
{"FUSE_NUMBER2_010", DECAL ,"empty",false};





Last edited by SkateZilla; 02/21/17 03:16 PM.

HAF922, Corsair RM850, ASRock Fata1ity 990FX Pro,
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2x R7970 Lightnings, +1 HD7950 @ 1.1/6.0GHz, Creative XFi Fata1ity Platinum Champ.,
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#4338926 - 02/20/17 03:04 PM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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Tom_Weiss Offline
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nothing I can do can make this work - it is broken.

since this broke every skin made so far, maybe reverting it is the best, at least this way we can fly with the existing skins while you guys find a fix.

#4339067 - 02/20/17 11:25 PM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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I noticed this problem a few days back, it appeared in the recent patch. Was going to look into it later tonight, but it looks like you can't find a fix for it?

#4339077 - 02/21/17 12:18 AM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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Tom_Weiss Offline
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no, this is a model problem, no way around that I know of.

#4339179 - 02/21/17 10:24 AM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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aaaaaaand ... some developer feedback would be welcome, I am not the only one complaining about this.

as these 4 skins I made show, this is a problem on your end not mine






I can't add a specular file over nothing.

#4339262 - 02/21/17 03:33 PM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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I can re-produce this,

Seems Like no matter what (BORTS on or Off), there is a Specular Difference on the Square Meshes the Decal Texture is on.

As you can see, I screen grabbed the EDM Viewer with Some BORTS disabled w/ the Top 3 Still enabled and there is a distinct specular difference at angles.

Will Forward to RAZBam once I narrow it down.

But it seems like the Bort Textures are not loading your custom spec layer, but the default or the spec channel map uvw is way off.

Problem doesnt appear w/ stock liveries w/ Borts Disabled using default spec.



Last edited by SkateZilla; 02/21/17 03:43 PM.

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#4339276 - 02/21/17 04:36 PM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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Thanks!

this happens with other skins as well - which don't have a secular layer added.

#4339288 - 02/21/17 05:28 PM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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the way borts with UV Shift Animations work.

They Take the Mesh, Cut the Square from it,

Diffuse and Specular Layers Maintain their UVW Coordinates, and Decal has a separate UVW Map with UVW Shift for keyframes applied over top of those layers.

The issue here is it looks like it's not loading the Specular Channel correctly or there is corrupt normals (which is common when cutting bort meshes from parent mesh).

So Far I've only noticed it when allowing it to load your specific spec maps for M2KC1 and M2KC2 materials... if I remove the calls and force it to use the defaults, the difference blocks go away, for the most part, but still slightly visible.

it's not visible on the default liveries, that's what I'm trying to figure out.

But it definately looks like a map/normals issue on my end.


Last edited by SkateZilla; 02/21/17 05:41 PM.

HAF922, Corsair RM850, ASRock Fata1ity 990FX Pro,
Modified Corsair H100, AMD FX8350 @ 5.31GHz, 16GB G.SKILL@DDR2133,
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3x ASUS VS248HP + Hanns�G HZ201HPB + Acer AL2002 (5760x1080+1600x900+1680x1050), Oculus Rift CV
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#4339296 - 02/21/17 05:52 PM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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Reported..


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#4339301 - 02/21/17 06:39 PM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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smile

#4339631 - 02/23/17 03:34 AM Re: does not work : disabling M2K Dynamic Nose and Tail Number system [Re: Tom_Weiss]  
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[img]http://scontent-mia1-1.xx.fbcdn.net...4268ed9ec4a8770137b6b9ce&oe=5939EA39[/img]

I followed ED's examples, I don't know what it is, here is a screenshot of the material and model state. I don't think it's a normal issue cause the number area is not cut out, so there is no seem and what items that are cut the smoothing is enabled via the object properties and set in the exporter.

Last edited by Metal2Mesh; 02/23/17 03:34 AM.
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