#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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Joined: May 2013
Posts: 7
Metal2Mesh
Junior Member
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Junior Member
Joined: May 2013
Posts: 7
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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.
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#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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Joined: Mar 2002
Posts: 14,410
Tom_Weiss
Veteran
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Veteran
Joined: Mar 2002
Posts: 14,410
3rd Planet, Sun
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so you are the original developer - I am a great fan of your work in P3D/FSX 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: 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
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#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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Joined: Nov 2004
Posts: 17,632
SkateZilla
Skate Zilla Graphics
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Skate Zilla Graphics
Veteran
Joined: Nov 2004
Posts: 17,632
Virginia Beach, VA
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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:
{"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.
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#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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Joined: Nov 2004
Posts: 17,632
SkateZilla
Skate Zilla Graphics
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Skate Zilla Graphics
Veteran
Joined: Nov 2004
Posts: 17,632
Virginia Beach, VA
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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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#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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Joined: Nov 2004
Posts: 17,632
SkateZilla
Skate Zilla Graphics
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Skate Zilla Graphics
Veteran
Joined: Nov 2004
Posts: 17,632
Virginia Beach, VA
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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, 2x R7970 Lightnings, +1 HD7950 @ 1.1/6.0GHz, Creative XFi Fata1ity Platinum Champ., 3x ASUS VS248HP + Hanns�G HZ201HPB + Acer AL2002 (5760x1080+1600x900+1680x1050), Oculus Rift CV CH Fighterstick, Pro Throt., Pro Pedals, TM Warthog & MFDs, Fanatec CSR Wheel/Shifter, Elite Pedals Intensity Pro 10-Bit, TrackIR 4 Pro, WD Black 1.5TB, WD Black 640GB, Samsung 850 500GB, My Book 4TB
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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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Joined: Nov 2004
Posts: 17,632
SkateZilla
Skate Zilla Graphics
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Skate Zilla Graphics
Veteran
Joined: Nov 2004
Posts: 17,632
Virginia Beach, VA
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HAF922, Corsair RM850, ASRock Fata1ity 990FX Pro, Modified Corsair H100, AMD FX8350 @ 5.31GHz, 16GB G.SKILL@DDR2133, 2x R7970 Lightnings, +1 HD7950 @ 1.1/6.0GHz, Creative XFi Fata1ity Platinum Champ., 3x ASUS VS248HP + Hanns�G HZ201HPB + Acer AL2002 (5760x1080+1600x900+1680x1050), Oculus Rift CV CH Fighterstick, Pro Throt., Pro Pedals, TM Warthog & MFDs, Fanatec CSR Wheel/Shifter, Elite Pedals Intensity Pro 10-Bit, TrackIR 4 Pro, WD Black 1.5TB, WD Black 640GB, Samsung 850 500GB, My Book 4TB
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#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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Joined: May 2013
Posts: 7
Metal2Mesh
Junior Member
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Junior Member
Joined: May 2013
Posts: 7
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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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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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