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DeathDaisy

Modding Career Portraits - Progress

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Ive been experimenting with my idea of replacing the face parts with full frame photos, and its not as straight-forward as I hoped. I figured I should share what I found tho in case someone else wanna take a look as Ive kinda hit a wall.

 

The face parts are located in two places. as tidy .png files in /swf/il2/characterphotos/ separated in folders by faction and face part like /101/mouth/ etc. but those are mostly not used as far as I can tell. instead there is another set in /swf/cache/il2/characterphoto_#.dds where # is 1 to 5, where all the parts are randomly thrown together in five 1024x1024 dds images. each characterphoto_#.dds got a matching characterphoto_#.atlas, a plain text file with a list of which parts of the image contains which parts of the face.

 

textures: characterphoto_1.png
/102/background/2.png	351	0	350	350	0	0	350	350	
/102/background/1.png	0	351	350	350	0	0	350	350	
/201/background/7.png	351	0	350	350	0	0	350	350	
/201/background/2.png	351	0	350	350	0	0	350	350	
/201/background/3.png	351	351	350	350	0	0	350	350	
/102/background/3.png	351	351	350	350	0	0	350	350	
/103/background/3.png	351	351	350	350	0	0	350	350	
/103/background/1.png	0	351	350	350	0	0	350	350	
/103/background/2.png	351	0	350	350	0	0	350	350	
/103/background/5.png	0	0	350	350	0	0	350	350	
/201/background/1.png	0	351	350	350	0	0	350	350	
/101/background/2.png	351	0	350	350	0	0	350	350	
/101/background/1.png	0	351	350	350	0	0	350	350	
/101/background/3.png	351	351	350	350	0	0	350	350	
/103/head/4.png	702	0	319	350	31	0	350	350	
/201/head/1.png	702	351	305	334	45	16	350	350	
/103/head/2.png	729	686	294	329	56	21	350	350	
/102/head/5.png	378	702	350	321	0	29	350	350	
/102/head/3.png	27	702	350	321	0	29	350	350	
/103/signs-flipped/4.png	0	702	26	22	184	276	350	350	
/103/signs-flipped/2.png	1022	0	0	0	350	350	350	350	
/103/signs-flipped/1.png	1022	0	0	0	350	350	350	350	

Im not 100% sure what each number is, but it seems to be like this

"image path"	"vertical pixel where the image starts"	"horizontal pixel ditto"	"size of part"	"this one Im not sure"	"this neither"	"the last two are always 350, havent tried messing with them yet"

even if you delete the cache file, it doesnt generate a new one, seemingly because it also exists in the compressed swf.gtp. so Ive changed the portraits by just modifying the characterphoto_#.dds and .atlas files, changing the ones in /swf/il2/characterphoto/ doesnt seem to do anything.

 

and so Ive successfully changed the .dds and .atlas files to replace the mouth parts with portraits and made the other parts transparent. but turns out the largest problem is that the game skews the portraits, surely because it theoretically gives more randomness to the original parts which it would if they didnt all look like terrifying ghosts anyway, so the portraits look very wonky.

 

I have searched heaven and earth among the files to try and find where the game decides how to use the parts and hopefully how many parts there are so you can add more, but I havent found a thing. best clue I got is a value called "avatarPath" in /bin/game/careerProcessor.dll, but that might be a red herring. otherwise there is no relevant mentions of "mouth", "characterphoto", "avatar" or anything else Ive been able to think of in any data files.

 

Ill probably experiment a bit more, but Im really at a loss so maybe someone else has some ideas

Edited by DeathDaisy
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I wish you much success ...I just  esp.hate the Luftwaffe pilots portraits sooooooo much!

 

Enemy ace.jpg

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Any news on this? Just trolled the forum looking for exactly this topic. The new plane skins look so great and these portraits are right out of 1991. They look positively awful. Wish the developer would drop the randomization and let us put our own png files in. Would be such an easy fix.

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I wonder if we can ask the devs to make this as easy as it it to add skins or change the cabin photos. It would be nice to add more stories or countries. 

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