Skypat Posted January 12, 2009 Share Posted January 12, 2009 (edited) 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 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 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 March 6, 2009 by Skypat 7 Link to comment Share on other sites More sharing options...
DTWD Posted January 12, 2009 Share Posted January 12, 2009 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] Link to comment Share on other sites More sharing options...
Esac_mirmidon Posted January 12, 2009 Share Posted January 12, 2009 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 Link to comment Share on other sites More sharing options...
crazysundog Posted January 13, 2009 Share Posted January 13, 2009 Thanks Skypat, you're doing a great service for the community!!! Link to comment Share on other sites More sharing options...
Mitch Posted January 13, 2009 Share Posted January 13, 2009 Great news... Thank you very much http://www.mitch-janssen.de Link to comment Share on other sites More sharing options...
Skypat Posted January 13, 2009 Author Share Posted January 13, 2009 i have a good news ! it's finished, a beta exe will be soon available ;) 1 Link to comment Share on other sites More sharing options...
Francous Posted January 13, 2009 Share Posted January 13, 2009 Great move :) Link to comment Share on other sites More sharing options...
Skypat Posted January 13, 2009 Author Share Posted January 13, 2009 (edited) 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 January 13, 2009 by Skypat Link to comment Share on other sites More sharing options...
HUAF-074 Posted January 13, 2009 Share Posted January 13, 2009 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 Link to comment Share on other sites More sharing options...
Skypat Posted January 13, 2009 Author Share Posted January 13, 2009 (edited) 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 January 13, 2009 by Skypat Link to comment Share on other sites More sharing options...
HUAF-074 Posted January 13, 2009 Share Posted January 13, 2009 Yes Sir AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro Link to comment Share on other sites More sharing options...
Skypat Posted January 13, 2009 Author Share Posted January 13, 2009 (edited) 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 January 13, 2009 by Skypat Link to comment Share on other sites More sharing options...
Sunjah Posted January 13, 2009 Share Posted January 13, 2009 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. Remember, on Nov. 4th, vote for Black Shark for President!!! Link to comment Share on other sites More sharing options...
RCN_Moose Posted January 13, 2009 Share Posted January 13, 2009 Thanks Skypat, going to try it out now Link to comment Share on other sites More sharing options...
Skypat Posted January 14, 2009 Author Share Posted January 14, 2009 (edited) 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 January 14, 2009 by Skypat Link to comment Share on other sites More sharing options...
RCN_Moose Posted January 14, 2009 Share Posted January 14, 2009 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) Link to comment Share on other sites More sharing options...
Sunjah Posted January 14, 2009 Share Posted January 14, 2009 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!!! Link to comment Share on other sites More sharing options...
Sunjah Posted January 14, 2009 Share Posted January 14, 2009 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!!! Link to comment Share on other sites More sharing options...
RCN_Moose Posted January 14, 2009 Share Posted January 14, 2009 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. Link to comment Share on other sites More sharing options...
Skypat Posted January 14, 2009 Author Share Posted January 14, 2009 (edited) 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 January 14, 2009 by Skypat Link to comment Share on other sites More sharing options...
Skypat Posted January 14, 2009 Author Share Posted January 14, 2009 ModMan 7.1.0.6 available out (see first post) Italian army ModMan7 skin (see first post) Link to comment Share on other sites More sharing options...
HUAF-074 Posted January 14, 2009 Share Posted January 14, 2009 What's the problem ? AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro Link to comment Share on other sites More sharing options...
Skypat Posted January 14, 2009 Author Share Posted January 14, 2009 What's the problem ? i don't know at this time, i have the same problem on another PC (where my DEV TOOL is not installed) use this online GUID keygen http://www.somacon.com/p113.php Link to comment Share on other sites More sharing options...
the_soupdragon Posted January 14, 2009 Share Posted January 14, 2009 (edited) How do we create the skin.lma7 file? Where do you get the vaules from? ??? What values do we have to change for each skin? Cheers SD Edited January 14, 2009 by the_soupdragon spelling [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
C6_Hellfrog Posted January 14, 2009 Share Posted January 14, 2009 french traduction of first post from Skypat here : http://www.checksix-forums.com/showthread.php?p=876443#post876443 :smilewink: Link to comment Share on other sites More sharing options...
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