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Upcoming ModMan 7.1 - Adding new skin automatically - skin artist please read


Skypat

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ModMan 7 is available and introduce the possibility to add a new skin slot automatically !

the easy way (aka user friendly) to add new skin slot is now available for users

 

modman7.jpg

 

modman7.jpgim_C6_1232122995.jpg

 

Skin artist you have only two things to do

1- making(use ED tools) the .CDDS file and packing it in the modman ZIP package

 

2- Making a skin.lma7 text file and packing it in the modman package

To pack it, you must use the new button in the Mod Maker windows asking you for a skin.lma7 file

ONLY ONE skin in a ZIP/RAR file

 

skin7.jpg

 

 

Here is a skin.lma7 example (same as included in the skin sample)

 

[skin]

file = Bazar\World\Shapes\KA-50.skins

argument = 70

otherfile1 = Bazar\World\Shapes\KA-50-BLADE.skins

otherfile2 = Bazar\World\Shapes\KA-50-NOSE.skins

otherfile3 = Bazar\World\Shapes\KA-50-TAIL.skins

otherfile4 = Bazar\World\Shapes\KA-50-WING-L.skins

otherfile5 = Bazar\World\Shapes\KA-50-WING-R.skins

l1 = material = {"KA-50-lamp", "Standart", "KA-50-PAINT24-DEF-02.bmp"};

l2 = material = {"KA-50-PAINT1", "Standart", "KA-50-PAINT24-DEF-01.bmp"};

l3 = material = {"KA-50-PAINT1_M", "Standart", "KA-50-PAINT24-DEF-01.bmp"};

l4 = material = {"KA-50-PAINT2", "Standart", "KA-50-PAINT24-DEF-02.bmp"};

l5 = material = {"KA-50-PAINT3", "Standart", "KA-50-PAINT2-DEF-03.bmp"};

l6 = material = {"KA-50-PAINT4", "Standart", "KA-50-PAINT24-DEF-04.bmp"};

l7 = material = {"KA-50-PAINT5", "Standart", "KA-50-PAINT24-DEF-05.bmp"};

l8 = material = {"KA-50-PAINT6", "Standart", "KA-50-PAINT24-DEF-06.bmp"};

l9 = material = {"KA-50-Vtulka_met", "Standart", "KA-50-PAINT24-DEF-02.bmp"};

l10 = material = {"SOPLA_KA-50-PAINT3", "Standart", "KA-50-PAINT2-DEF-03.bmp"};

l11 = material = {"KA-50-gear-rubber", "Standart", "KA-50-PAINT24-DEF-05.bmp"};

l12 = material = {"KA-50_ST-rm_paint1", "Standart", "Ka-50_St_Paint2.bmp"};

l13 = material = {"KA-50_Lifting_rotor_mast", "Standart", "KA-50-LRM-24.bmp"};

l14 = material = {"KA-50_LRM_Part", "Standart", "KA-50-LRMpart-24.bmp"};

l15 = material = {"KA-50_LRM-CENTRE", "Standart", "KA-50-LRM_centre-24.bmp"};

l16 = material = {"KA-50-LRM_B", "Standart", "KA-50-LRM_B-24.bmp"};

l17 = material = {"KA-50_BORT_NUMBERs", "Standart", "empty.tga"};

l18 = material = {"KA-50_Turkey_Numbers", "Standart", "TactNumbers-USAF-black.tga"};

 

[color_scheme]

country = {B2A43A73-E650-49B0-98B9-F67A53DA95FD}

cnt_unit = {3457BB1E-523F-4C24-BBEA-58D028623F05}

color_scheme = {3448843E-09C4-4DF3-8A7A-2707AE267519}

color_name = ModMan7 test sample - Digital camo

file = Scripts\Database\helicopters\Ka-50.lua

 

file is the path to the main aircraft .skins file

Argument is a key identifying skin list in a .skins file (ie : Ka-50.skins file)

otherfile# (# is number) is the path to the alternate .skins file used for aircraft damage.

country and cnt_unit are key identifying some sections in db_countries.lua file

color_scheme is a key you must generate for each skin you create.

color_name is a a name you give to your skin

 

note that it's working also for other planes and helicopters !

just set the 'file = ' values (and others useful values)

 

 

a GUID key generator is available in the modman Option window but you can use any GUID key generator utility.

!!!! the KEY GENERATOR IS NOT WORKING AT ALL on some PC !!!

so use this ONLINE key generator: http://www.somacon.com/p113.php

 

this key is used for this line in skin.lma7 file : color_scheme = {3448843E-09C4-4DF3-8A7A-2707AE267519} (replace with you own GUID key)

each skin must have an UNIQUE GUID key, so you MUST generate your own GUID key

 

ModMan will add automatically the skin entries in the .cfg .skins and .lua files (and will remove it during uninstall)

ModMan will also calculate the skin index automatically

for users, you will have only to install or uninstall the skin mod

 

You can now add all the upcoming skins from artists as new skin slot (if they package it in the good way)

Don't install anymore skin mods overwriting ie: ka-50.skins, ka-50.lua , db_countries.lua and config.lua and so on.

Wait for a an updated package using SKIN.LMA7 feature package.

(you may contact your beloved skin artist)

 

you can download ModMan 7.1.1.0 here

http://www.checksix-fr.com/bibliotheque/index.php?Fichier=5767

 

7.1.1.0

-------

- When adding a Ka-50 skin, entries from skin.lma7 will be also added automatically to the KA-50 *.skins damage file

for other aircraft you need to specify the filelist in skin.lma7 file (see DCS_new_skin_slot.doc documentation)

- DCS_new_skin_slot.doc documentation updated

 

7.1.0.9 (hotfix)

-------

- When adding a skin with index number even (ie: 2.0, 3.0) , the skin will be now added properly

 

7.1.0.8 (hotfix)

-------

- Fix an obvious bug in file management system about some hang during mod scan/install process (ie: for 'A-10-1.0.zip' lockon mod from simmod)

 

you can download ModMan7 skin sample here (it's a VikVaughan's skin)

http://www.checksix-fr.com/files/modman/ModMan7_skin_sample.zip

 

Others ModMan7 skins compliant with new format

Italian Army by Ciniko

http://www.checksix-fr.com/files/modman/ModMan7_Ka-50_Italian_army.zip

 

download mirrors are allowed, don't ask for ;)

 

best regards

Skypat

 

ps: this is working only for DCS products, not for lockon


Edited by Skypat
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Cool, will ModMan be able to create CDDS files in the near future?

 

Great software by the way, I don't think I could have managed to get my head around the mods for LO without it, and now the mods are comming out for BS I am sure it will be the same.

Regards

[sIGPIC][/sIGPIC]



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Thanks Skypat, you are doing a great job supporting skinners and users.

 

Thanks a lot mate...

" You must think in russian.."

[sIGPIC][/sIGPIC]

 

Windows 7 Home Premium-Intel 2500K OC 4.6-SSD Samsung EVO 860- MSI GTX 1080 - 16G RAM - 1920x1080 27´

 

Hotas Rhino X-55-MFG Crosswind Rudder Pedals -Track IR 4

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ModMan 7.1.0.5 beta is available

 

see my first post for links

Skin artists, please read instructions in first post

 

hope you will enjoy ;)

the easy way (aka user friendly) to add new skin slot is now available for users


Edited by Skypat
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Thx, but the full Ka-50 model use the next skins files:

 

KA-50.skins

KA-50-BLADE.skins

KA-50-NOSE.skins

KA-50-TAIL.skins

KA-50-WING-L.skins

KA-50-WING-R.skins

 

... and the argument 27 for pilot skinning

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

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you are right and 'not right' ;)

the skin from VikVaughan is using only KA-50.skins file

 

each .skins file is an object

 

some planes/helicopter are using a main .skins files and some additionnals files (like your example)

some others are using only a main .skins files

 

actually, skinners modify only ka-50.skins file

 

but you example can work also

you must package 6 ZIP files (one for each 'object')

 

HUAF-SKINS.zip

HUAF-SKINS-BLADE.zip

HUAF-SKINS-NOSE.zip

HUAF-SKINS-TAIL.zip

HUAF-SKINS-WING-L.zip

HUAF-SKINS-WING-R.zip

 

each ZIP file must have its own skin.lma7 file ( don't forget to set the good ARGUMENT value and also others variables values)

each ZIP file is a ModMan mod

 

and for the pilot skin, you create a last MOD file:

HUAF-SKINS-PILOT.zip

and you use ARGUMENT = 27 in skin.lma7

 

so users in ModMan manager window will install these 7 ZIP files

but like i said, most skins out actually only use Ka-50.skins file (which is skinning all the helicopter including wings/nose)

 

hope it's clear with my poor english

 

i can enhance it in some future version, not a problem ;)

but actually, it works this way ;)

 

 

Thx, but the full Ka-50 model use the next skins files:

 

KA-50.skins

KA-50-BLADE.skins

KA-50-NOSE.skins

KA-50-TAIL.skins

KA-50-WING-L.skins

KA-50-WING-R.skins

 

... and the argument 27 for pilot skinning


Edited by Skypat
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salute.gif Yes Sir

 

in fact, i'am not sure at all that KA-50-BLADE.skins is used by DCS because the entries are the same as KA-50.skins file

 

some KA-50.skins entries

skin

{

value = 2.2;

material = {"KA-50-lamp", "Standart", "KA-50-PAINT23-DEF-02.bmp"};

material = {"KA-50-PAINT1", "Standart", "KA-50-PAINT23-DEF-01.bmp"};

material = {"KA-50-PAINT1_M", "Standart", "KA-50-PAINT23-DEF-01.bmp"};

material = {"KA-50-PAINT2", "Standart", "KA-50-PAINT23-DEF-02.bmp"};

material = {"KA-50-PAINT3", "Standart", "KA-50-PAINT23-DEF-03.bmp"};

material = {"KA-50-PAINT4", "Standart", "KA-50-PAINT23-DEF-04.bmp"};

material = {"KA-50-PAINT5", "Standart", "KA-50-PAINT23-DEF-05.bmp"};

material = {"KA-50-PAINT6", "Standart", "KA-50-PAINT23-DEF-06.bmp"};

material = {"KA-50-Vtulka_met", "Standart", "KA-50-PAINT23-DEF-02.bmp"};

material = {"SOPLA_KA-50-PAINT3", "Standart", "KA-50-PAINT23-DEF-03.bmp"};

material = {"KA-50-gear-rubber", "Standart", "KA-50-PAINT23-DEF-05.bmp"};

material = {"KA-50_ST-rm_paint1", "Standart", "Ka-50_St_Paint23.bmp"};

material = {"KA-50_Lifting_rotor_mast", "Standart", "KA-50-LRM-23.bmp"};

material = {"KA-50_LRM_Part", "Standart", "KA-50-LRMpart-23.bmp"};

material = {"KA-50_LRM-CENTRE", "Standart", "KA-50-LRM_centre-23.bmp"};

material = {"KA-50-LRM_B", "Standart", "KA-50-LRM_B-23.bmp"};

material = {"KA-50_BORT_NUMBERs", "Standart", "KA-50_Numbers23.tga"};

material = {"KA-50_Turkey_Numbers", "Standart", "empty.tga"};

}

 

some KA-50-BLADE.skins entries

skin

{

value = 2.2;

material = {"KA-50-lamp", "Standart", "KA-50-PAINT23-DEF-02.bmp"};

material = {"KA-50-PAINT1", "Standart", "KA-50-PAINT23-DEF-01.bmp"};

material = {"KA-50-PAINT1_M", "Standart", "KA-50-PAINT23-DEF-01.bmp"};

material = {"KA-50-PAINT2", "Standart", "KA-50-PAINT23-DEF-02.bmp"};

material = {"KA-50-PAINT3", "Standart", "KA-50-PAINT23-DEF-03.bmp"};

material = {"KA-50-PAINT4", "Standart", "KA-50-PAINT23-DEF-04.bmp"};

material = {"KA-50-PAINT5", "Standart", "KA-50-PAINT23-DEF-05.bmp"};

material = {"KA-50-PAINT6", "Standart", "KA-50-PAINT23-DEF-06.bmp"};

material = {"KA-50-Vtulka_met", "Standart", "KA-50-PAINT23-DEF-02.bmp"};

material = {"SOPLA_KA-50-PAINT3", "Standart", "KA-50-PAINT23-DEF-03.bmp"};

material = {"KA-50-gear-rubber", "Standart", "KA-50-PAINT23-DEF-05.bmp"};

material = {"KA-50_ST-rm_paint1", "Standart", "Ka-50_St_Paint23.bmp"};

material = {"KA-50_Lifting_rotor_mast", "Standart", "KA-50-LRM-23.bmp"};

material = {"KA-50_LRM_Part", "Standart", "KA-50-LRMpart-23.bmp"};

material = {"KA-50_LRM-CENTRE", "Standart", "KA-50-LRM_centre-23.bmp"};

material = {"KA-50-LRM_B", "Standart", "KA-50-LRM_B-23.bmp"};

material = {"KA-50_BORT_NUMBERs", "Standart", "KA-50_Numbers23.tga"};

material = {"KA-50_Turkey_Numbers", "Standart", "empty.tga"};

}

 

this is the same also for KA-50-TAIL.skins and KA-50-NOSE.skins

 

KA-50.skins is doing all the job actually

 

best regards

Skypat


Edited by Skypat
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I've tried several times to make the Canadian Navy, named Navy, and it won't make it.

 

Attached are photos of the problems (I think?).

 

The first one shows where trouble is, when I press "NEW" button, this is what happens on the 2nd picture.

993726816_Modman.thumb.JPG.a830f1ab4d95090707a7b93bbc2a84c4.JPG

109990190_Modman2.thumb.JPG.3ae00412a1ccb4279bf1989c72e581de.JPG

Remember, on Nov. 4th, vote for Black Shark for President!!!

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when your package is done, click on "ZIP PACKAGE', not on 'NEW PACKAGE'

NEW PACKAGE reset the window in order to make another package.

don't forget to choose also your relative install folder before clicking on 'ADD TO PACKAGE'

look at my modman7 skin sample, it will help you

 

the key generator is on the main menu (click on the top right arrow)

 

it seems that the modman.ini you use is not the modman.ini installed by 7.1.0.5 (that's why you don't have the skin.lma7 option)

i'am sure you are using an old modman.ini because your windows title are named "DCS : Black shark"

it should be "DCS : series"

have you changed your modman.ini ? and so why ?

 

here are good game1 entries in modman.ini

MISC_CAT3 value is very important

please use these entries (installed by 7.1.0.5)

 

 

[game1]

GAME_NAME = DCS series

GAME_ID = dcs

GAME_REGKEY =

GAME_REGKEY_PATH = Path

GAME_EXE = bin\stable\launcher.exe

GAME_EXE_OPTION = -console

GAME_EXE_MP = bin\stable\DCS.exe

GAME_EXE_MP_OPTION = -net gui

GAME_TEXTURETEMP_PATH = Bazar\TempTextures\

APP_MISC_FEATURE = MISC_CAT3

APP_CATALOG_EXTENSION = .CDDS

APP_INI_MANAGEMENT = 0

APP_FILE_MANAGEMENT = 1

APP_CFG_MANAGEMENT = 1

APP_ADDON_DB = addon.lma3

APP_ADDON_URL =

APP_CATEGORIE = required\CAT_dcs.txt

 

 

 

 

 

I've tried several times to make the Canadian Navy, named Navy, and it won't make it.

 

Attached are photos of the problems (I think?).

 

The first one shows where trouble is, when I press "NEW" button, this is what happens on the 2nd picture.


Edited by Skypat
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Skypat, works like a charm. Just split up my four Canadian Skins and converted them, then installed them one after the other using MODMAN 7.1 Beta....no issues.

As soon as the official MODMAN 7.1 is released, I'll update my skin pack at lockonfiles to version 1.4 (MODMAD 7.1 Compliant)

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when your package is done, click on "ZIP PACKAGE', not on 'NEW PACKAGE'

NEW PACKAGE reset the window in order to make another package.

don't forget to choose also your relative install folder before clicking on 'ADD TO PACKAGE'

look at my modman7 skin sample, it will help you

 

the key generator is on the main menu (click on the top right arrow)

 

it seems that the modman.ini you use is not the modman.ini installed by 7.1.0.5 (that's why you don't have the skin.lma7 option)

i'am sure you are using an old modman.ini because your windows title are named "DCS : Black shark"

it should be "DCS : series"

have you changed your modman.ini ? and so why ?

 

here are good game1 entries in modman.ini

MISC_CAT3 value is very important

please use these entries (installed by 7.1.0.5)

 

 

[game1]

GAME_NAME = DCS series

GAME_ID = dcs

GAME_REGKEY =

GAME_REGKEY_PATH = Path

GAME_EXE = bin\stable\launcher.exe

GAME_EXE_OPTION = -console

GAME_EXE_MP = bin\stable\DCS.exe

GAME_EXE_MP_OPTION = -net gui

GAME_TEXTURETEMP_PATH = Bazar\TempTextures\

APP_MISC_FEATURE = MISC_CAT3

APP_CATALOG_EXTENSION = .CDDS

APP_INI_MANAGEMENT = 0

APP_FILE_MANAGEMENT = 1

APP_CFG_MANAGEMENT = 1

APP_ADDON_DB = addon.lma3

APP_ADDON_URL =

APP_CATEGORIE = required\CAT_dcs.txt

 

Yes, I had to manually edit the reg.ini and modman.ini to get it to recognize my root folder. I will try updating it with what you have here, though when I updated the modman.ini alone for 7.0.0.1, it would not recognize it until I also updated the reg.ini by hand.

Remember, on Nov. 4th, vote for Black Shark for President!!!

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Skypat, works like a charm. Just split up my four Canadian Skins and converted them, then installed them one after the other using MODMAN 7.1 Beta....no issues.

As soon as the official MODMAN 7.1 is released, I'll update my skin pack at lockonfiles to version 1.4 (MODMAD 7.1 Compliant)

 

I'll be your new best friend if you do it early! AAAARRRRGGHHHH, I want that Navy skin to play nice with everyone else!:doh:

Remember, on Nov. 4th, vote for Black Shark for President!!!

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Skypat,

Problem report #1.

Adding multiple skins....no problem

Removing skins....slight issue. Some of the skins still show up in the game (selection window only) after being succesfully removed. Restoring the 4 key files from the Hot Restore resolves the issue. I haven't had a chance to examine which file(s) are the culprit yet, but I'll take a look tomorrow.

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Skypat,

Problem report #1.

Adding multiple skins....no problem

Removing skins....slight issue. Some of the skins still show up in the game (selection window only) after being succesfully removed. Restoring the 4 key files from the Hot Restore resolves the issue. I haven't had a chance to examine which file(s) are the culprit yet, but I'll take a look tomorrow.

 

héhé, happy to see that ModMan's hot file restore service is useful ;)

 

i'am interesting by url link to your files to check them and to reproduce your problem:)

 

1- have you used an UNIQUE GUID key for each file ?

2- have you uninstalled your old pack first ? (very important, maybe it's in fact skin from your old pack)

3- don't open *.lua, *.skins file with a text editor during modman install process because a text editor may lock the file so ModMan will be unable to modify it

 

a bug is always possible !!! no problem, it's a beta ;)

but i have tested this part a long time, so the remove process should work fine

edit 10:13 am, i just tested again with multiple skins and uninstall process works fine on my side

 

have you got the problem also with only one skin ? (adding then removing)

 

thx in advance for your help and feedback


Edited by Skypat
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