79_vRAF_Friendly_flyer Posted January 4, 2014 Posted January 4, 2014 Could someone post the LaGG founder skin? Jpg. format is good, I just need it for seeing exactly where what goes.
SR-F_Winger Posted January 9, 2014 Posted January 9, 2014 Love the weathering on that skin! Looking forward to seeing some of the templates that you talented artists come up with! Its pretty much the weathering from one of the skins that were included. I however had to pull it out with some photoshop tricks. Hopefully and most likely the real templates will have a layerset with diffrent degrees of weathering. I really cannot wait to see the skins on the planes together with a correct spcular map (also here i hope we get a decent workshop to create our alphas). 1
79_vRAF_Friendly_flyer Posted January 9, 2014 Posted January 9, 2014 Hopefully and most likely the real templates will have a layerset with diffrent degrees of weathering. Jason said it will be like in RoF, and they come split into different layers of panels, bolts and weathering, three different weathering layers even.
SR-F_Winger Posted January 9, 2014 Posted January 9, 2014 Awesome news. Was expecting nothing less:) Did he say something about the Alphas? To create them it would help a lot to have some sort of workshop layerset as well. ROF skins didnt have such a thing.
79_vRAF_Friendly_flyer Posted January 16, 2014 Posted January 16, 2014 Awesome news. Was expecting nothing less:) Did he say something about the Alphas? To create them it would help a lot to have some sort of workshop layerset as well. ROF skins didnt have such a thing. As far as I know the ROF skins do have alphas. It enable skinners to things impossible in IL2 1946, like this Fokker Eindekker with the fuselage painted out showing the structure underneath:
sturmkraehe Posted January 19, 2014 Posted January 19, 2014 Haha, the fokker is awesome. Now it is clear that for online playing skins have to be turnod off in order to avoid some invisible players ... 1
[JG2]R7_Blackadder Posted January 19, 2014 Author Posted January 19, 2014 I hope they can find a way to marry those two needs then
acred99 Posted January 27, 2014 Posted January 27, 2014 (edited) Hi Guys This is Matthew from asisbiz I've been doing a lot of skins lately for CLOD and posting them here : http://forum.1cpublishing.eu/showthread.php?t=41122 I'd love to start making skins for this game. Sorry I'm only a novice at this stage but does the Nvidia plug in allow you to view the skin as a 3d visual or can you just stay in the jpg mode? Normally for CLOD i make a skin and have the game open and go back and forward as I make adjustments. Does this Nvidia plugin make it easier? Can anyone post a Bf 109 jpg skin up so I could try to make some historical skins a Fw 190 would also be good. I did a search on my hard drive for dds files but couldn't find anything.. mind you MS windows leaves a lot to be desired !! does anyone know the folder I should look in. I made a posting yesterday in the wrong section I guess that's why the founder LOL but sorry little confused about who to ask? I have downloaded the zip file uploaded earlier but is thst the working model as it looks similar to CLOD but with some nice additional features. Is anyone work on particular groups? Edited January 27, 2014 by acred99
acred99 Posted January 27, 2014 Posted January 27, 2014 Sorry for so many questions but if I use the template previously uploaded do I have to save it as a jpg or as a dds? If it is saved as a dds how to do that and which folder would I put it into for testing? Matthew
LLv44_Mprhead Posted January 27, 2014 Posted January 27, 2014 Is there some Skins: Beginners guide for dummies somewhere that I could take a look? I have absolutely no knowledge about this at all, so if someone could point me to right direction on how to get started, it would be appreciated
[JG2]R7_Blackadder Posted January 27, 2014 Author Posted January 27, 2014 Head to IL-2 modding forums like the SaS or the official one. There are enough tutorials and tech guides to start.
acred99 Posted January 27, 2014 Posted January 27, 2014 Hi Blackadder can you help with some of my questions posted. Also I noticed from the zip files downloaded that the dds files are quiet large. I guess this will make it hard to host or play with a lot of skins as it may consume a lot of memory while playing the game? Matthew
SR-F_Winger Posted January 27, 2014 Posted January 27, 2014 (edited) As far as I know the ROF skins do have alphas. It enable skinners to things impossible in IL2 1946, like this Fokker Eindekker with the fuselage painted out showing the structure underneath: Sorry , i think you got me wrong. I know there are alphas. They regulate transparency as well as specularity fo the planes surfaces. What i meant was that the ROF templates lack a set of layers that actually help creating those alphas. Alphas are just greyscale images and do not utilize layers/sets themselves. You actually have to use common layers to create the alpha. Thus some sort of "alpha workshop layerset" would be awesomely helpful for skinners. Edited January 27, 2014 by VSG1_Winger
SR-F_Winger Posted January 27, 2014 Posted January 27, 2014 (edited) Hi Blackadder can you help with some of my questions posted. Also I noticed from the zip files downloaded that the dds files are quiet large. I guess this will make it hard to host or play with a lot of skins as it may consume a lot of memory while playing the game? Matthew Sorry if i answer even though not personally asked. As far as i know the custom skin system utilized in BOS will be similar to what ROF has. In the ROF system each custom skin has to undergo an approoval process that has the DEVs themselves as well as the community as a controlling instance. Once a skin has been approved by both, the skin will be added to a set of skins thats offiacially released by the devs with each bigger patch. Every user has now the possibility to download those skin collections and install them. Edited January 27, 2014 by VSG1_Winger
[JG2]R7_Blackadder Posted January 27, 2014 Author Posted January 27, 2014 I doubt we can find the 190 skin in the game folder now. However if you want to at least start a template you should wait for someone to post it outside the EA section and I suppose it should be limited access or smth like that, at least for now. Anyway about .dds files the Nvidia plugin is mandatory not optional. I don't know much around but AFAIK Photoshop can't work .dds skins without it.
Feathered_IV Posted January 28, 2014 Posted January 28, 2014 I notice there is a Modes-0 entry in the startup.ini. I wonder if this is the mods on switch.
acred99 Posted January 28, 2014 Posted January 28, 2014 VSG1_Winger and [JG2]The_Blackadder Thanks guys for your replies. I mainly focus on historical skins which for me includes the swass sticker which is illegal I believe in some counties. I take it that BOS will be similar to CLOD in that you can put skins in folders and use what skins you like for your own personal use and also that it would be similar to CLOD that you will have a forum that will allow people to submit there skins? I'm sorry to ask a silly question but what does ROF stand for ? and pls no LOL replies As 79_vRAF_Friendly_flyer has shown that aircraft can be added I would dearly love to add aircraft to CLOD what 3d model do they use. I'll be only too happy to add aircraft but have no idea how to begin the process. I'm a pilot and I just love aircraft and have loved IL2 since it first came out but the new game now is almost graphically perfect so it would be fantastic to help make some aircraft. So if anyone could point me in the right direction that would be much appreciated. Matthew
acred99 Posted January 28, 2014 Posted January 28, 2014 (edited) I've always thought that IL2 would end up like a Wikipedia where people would help the developers make things even better for their users. In away it did happen in the older version of IL2 but the trouble was with the old version too many people put stuff up that caused compatibility issues and caused the game to slow down.. I hope in away this will be better managed this time round. Edited January 28, 2014 by acred99
Emgy Posted January 28, 2014 Posted January 28, 2014 ROF: Rise of flight, see Winger's post for how the process works.
SR-F_Winger Posted January 28, 2014 Posted January 28, 2014 VSG1_Winger and [JG2]The_Blackadder Thanks guys for your replies. I mainly focus on historical skins which for me includes the swass sticker which is illegal I believe in some counties. I take it that BOS will be similar to CLOD in that you can put skins in folders and use what skins you like for your own personal use and also that it would be similar to CLOD that you will have a forum that will allow people to submit there skins? I'm sorry to ask a silly question but what does ROF stand for ? and pls no LOL replies As 79_vRAF_Friendly_flyer has shown that aircraft can be added I would dearly love to add aircraft to CLOD what 3d model do they use. I'll be only too happy to add aircraft but have no idea how to begin the process. I'm a pilot and I just love aircraft and have loved IL2 since it first came out but the new game now is almost graphically perfect so it would be fantastic to help make some aircraft. So if anyone could point me in the right direction that would be much appreciated. Matthew Hey, there are no silly questions, just silly answers:) If the system works like in ROF then you will be able to use skins with swastikas. But they will not be officially approved and thus not be included in the skinpacks. If you still want to use them you can do so by activating "mods on" mode. They will not be shown in multiplayer for other people and if you utilize mods on mode your statistics will not be recorded on the official leaderboards. That is if my information is still correct. Its been a while since i have been active in ROF so everything might have changed in the meantime.
79_vRAF_Friendly_flyer Posted January 28, 2014 Posted January 28, 2014 As 79_vRAF_Friendly_flyer has shown that aircraft can be added I would dearly love to add aircraft to CLOD what 3d model do they use. Actually, the picture I posted is not a user-made new model, it is a reworked Fokker Eindecker. By manipulating the alpha-layer, the skinner has "painted out" the canvas on the aft fuselage, giving the impression of a Bleriot monoplane.
acred99 Posted January 29, 2014 Posted January 29, 2014 Actually, the picture I posted is not a user-made new model, it is a reworked Fokker Eindecker. By manipulating the alpha-layer, the skinner has "painted out" the canvas on the aft fuselage, giving the impression of a Bleriot monoplane. I love it when talk dirty... Sorry to be such a bobo but whats' Alpha layer? do I need to meditate see God or just read my.. Photoshop Manual? Is there are link to reading up on this? Matthew I guess though I should focus on BOS otherwise will get too complicated. The sad reality is I honesty never new about ROF I can't believe it. The game has so many great reviews too I was too interested in CLOD. I will purchase a copy of ROF looks brilliant. So thanks for that. I guess that's what happens when you get too much tropical sun with the occasional Typhoon tends too distract one from the most important things in life flying sim's Thanks guys for clearing things up.
79_vRAF_Friendly_flyer Posted January 29, 2014 Posted January 29, 2014 (edited) To be entirely honest, I don't know much about alpha-layers myself, you'll really need to have someone else chiming in. From what I understand though, the alpha layer is an "invisble" layer in greytones. A game engine like that of BoS will need some sort of way to mark surfaces as mat or shiny, rough or smooth, bumps and dimples and to mark small holes that otherwise would take up costly polygons in the 3D model. This is done by adding a layer to the texture file so that these traits come with the texture file rather than in a separate file (as in IL2-1946). The values of the alpha layer range from white to black. If we for the sake of the argument say there are 100 values beltween black and white, then 1-40 could be values for bump-maps, 41-90 be levels of reflection (from flat mat to mirror shiny), 91-99 be levels of transluscens (for painting in cockpit glazing) and 100 be invisible. Again allowing for my limited understanding of this, the Fokker Eindecker skin in the above picture has had the section of the alpha layer covering the aft fuselage coloured in with value 100, so that the underlying structure (which actually is modelled to begin with) is visible. Had the skinner used value 90 with my example values in stead, the aft fuselage would be represented in the game as shiny and reflective as the engine can muster. I hope that helps. Edited January 29, 2014 by 79_vRAF_Friendly_flyer
SR-F_Winger Posted January 29, 2014 Posted January 29, 2014 (edited) Rof is free. To play. You can purchase some planes to support the devs. Alpha layer: Usually an 8 bit (256 color) greyscale image. Each of the 256 colors define a certain state of the textures visible appearance on the 3d model. For example dark grey = low surface specularity, light grey = high surface specularity or vice versa. An alpha can also be used to control other surface properties such as transparency. Edit. Heh we wrote at the same time flyer. Good explanation. Much more in detail then mine. Edited January 29, 2014 by VSG1_Winger
ImPeRaToR Posted January 29, 2014 Posted January 29, 2014 Normal mapping is done on a seperate texture, it has to be RGB by design as each colour is used to map X/Y/Z information respectively. IIRC
acred99 Posted January 29, 2014 Posted January 29, 2014 Wow thanks guys I guess then it's possible to have a detailed airframe underneath and as you fire bullets they could begin to show the wiring etc under the pannels. Must give the developers amazing choices. I've been in computer since they had paper card's and punch tape and I'm always blown away by the new advancements they make. Sims are just going to get better and better until there will be almost no difference in reality and the sim. Thanks all for you wonderful responses. Matthew
Pierre64 Posted January 29, 2014 Posted January 29, 2014 Two examples of alpha layers from BoS "Bubi" and default 109 skins:
Pierre64 Posted January 29, 2014 Posted January 29, 2014 I do not forget the bump mapping texture, common for all skins of 109 Fs...
acred99 Posted January 30, 2014 Posted January 30, 2014 Interesting when I opened the BF 109F4 that was previously uploaded. Nvidia DDS read properties Load using default sizes Convert Images to 8 bits, 16 bits or 32 bits then it has optional Load MIP maps and/or load Flipped Vertically I checked them out but stuck with the default option and could see the channels which had RGB, Red, Green, Blue and a unchecked Alpha 1 which when viewed gave a reddish tint. I couldn't see the above example posted here. I guess you can treat the opened image similar to any jpg image like that in CLOD but if say I make changes then save it as a DDS which folder would I put the DDS file in to test. Will it be like CLOD where the game add's the ageing and panel lines? Because in CLOD I let the game do that and just put up a nice clean jpg image and let the computer do the rest. Will that be similar in BOS?
SR-F_Winger Posted January 30, 2014 Posted January 30, 2014 You can treat the file like any other image, yes. When saving it you have t save it as a DDS DXT5. This format supports an alpha layer. However the weathering is not added as i clod. Its defined by the skin and the alphalayer. The bump-layer is there but shouldnt bother you since i dont think custom skins will allow you to change the bump-layer as well. Only in mods ON mode you CAN use them:). But like i said, no official leaderboards then.
acred99 Posted February 10, 2014 Posted February 10, 2014 (edited) Hi Guys I have been doing some Walrus skins for Clod and I was trying to get a Aluminium shade and i noticed the skin has built in Aluminium shading that reflects. Basically like the real thing. Is there a technique that I can create a skin using an all over Aluminium effect in CLOD or is it too complicated. If you could help as I guess you are using the same 3d modelling engine. I know you this is not technically the right place to ask as you are concentrating on BOS but you guys are the experts after all. I guess that means you must be able to use the same technique in BOS so for scratches and ware and tear you can create some amazing affects!! Matthew Edited February 10, 2014 by acred99
[JG2]R7_Blackadder Posted February 10, 2014 Author Posted February 10, 2014 Bare metal is still unknown to my humble person...
ImPeRaToR Posted February 10, 2014 Posted February 10, 2014 I am guessing it will be handled similarly to the way it is explained in the manual I posted on the first page:http://forum.il2sturmovik.com/topic/2397-first-approach-skins/?do=findComment&comment=60198
[JG2]R7_Blackadder Posted February 11, 2014 Author Posted February 11, 2014 (edited) "MODS OFF" mode link is not working for me. Has anyone finished a template already ? I had no time to continue mine... Edited February 11, 2014 by [JG2]The_Blackadder
acred99 Posted February 11, 2014 Posted February 11, 2014 (edited) Hi ImPeRaToR One of the links doesn't work BTW and the manual is uploaded to a paying download service can't you put it up on a free one? I went and did a file search and found a lot of .dds files so obviously the game creates .dds files every time you use a skin so it builds up quiet a catch. I don't know if this would slow game play down or not but I had over 3 gig's of files. I can't quiet get my head round this and wished I could get a proper manual or better still order a book. That's one thing that is missing is a decent manual on the games. Is there any U-tube video that explains a step by step process?? What I have noticed is that each aircraft must be given a template that allows for ware and tare and damage and it would be nice to see and make changes to this. In the Mods that came out recently they have changed the skin shading on a number of aircraft giving a bleached affect so this must be in a dds file I'm guessing. Matthew Edited February 11, 2014 by acred99
[JG2]R7_Blackadder Posted February 11, 2014 Author Posted February 11, 2014 Manual's free if you read online
acred99 Posted February 11, 2014 Posted February 11, 2014 (edited) What would be nice is a U-tube video on how to do this in Clod and ROF. I guess until then I'll have to stick to JPG and let the game sort things out. I did have a look at the manual, but found it wasn't that informative, so I thought there must of been more to it! I'm not sure if I need to get Revit or Autocad that also allows you to work with 3D models but the price put me off. Anyway I haven't done anything with the template yet and have been concentrating on getting Clod skins done. I'll work more with BOS when it come's out and I can see what skins have been done and which one's haven't. No point in doing things twice. But I remain very curious on how to improve the skins I produce and appreciate everyone's help so far. Edited February 11, 2014 by acred99
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