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


Skypat

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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

 

hello,

 

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

 

best regards

Skypat

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Any chance for EDs christmas/new year Ka-50 skin made compatible with modman 7.1?

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Hello, I am trying to make my own skin but I have some problems and I think it is beacuse of the skin.lma7 file. Could you explain a bit more deeper how to create this file? I Have my .cdds file ready and all I see everytime I make a zip file with modman 7.1.0.7 is this:

 

kastealthng6.jpg

 

Any ideas? :joystick:

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The filenames listed in the skin/lma7 file are CASE sensistive. If you list the files in your cdds here, and post your skin.lma7 file it should be easy to fix. You're not seeing any textures because it can't find the files its looking for.

Example, your cdds texture file is KA-50-PAINT1-DEF.bmp, but you skin file tells it to look for Ka-50-Paint1-DEF.bmp

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This version still hangs up on the Sim Mod A10 rar in lock on. Where can I get 7.0? (since I deleted it, duh)

 

fixed in 7.1.0.8 released today

 

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)

 

http://www.checksix-fr.com/bibliotheque/index.php?Fichier=5721

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

 

 

 

[skin]

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

argument = 70

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

 

 

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

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)


Edited by CrazyD
clarification
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After doing a test repaint of the DCS supplied template:

1 - save as 24-bit .bmp file (I should end up with 10 .bmp files, right?)

2 - save all bmp files to the CDDS program - that part seems straight-forward.

3 - now to create the skin.lma7 file, does anything change from lines 1 to 18, from skin to skin? As I understand it, for [colour-scheme] "country" and "cnt_unit" id keys don't change, but the "colour_scheme" will be the new id key you generate, and the "colour_name" will be the name you give your skin.

 

What do you use to "make" this file? Notepad/wordpad? Just cut and paste from "argument = 70 ..." down to "cnt_unit ...", change to your new colour..., add the "file = Scripts\Database..." line at the bottom and then hit "enter", "pack" or whatever?

 

 

CRD

 

 

Sorry - haven't learned how to do the "quote" thing

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Theres actually up to 12 files you can use. There is also a PAINT3 (l5 and l5 in lma7)which includes things like the inside of the helo (ie the underside of the gear covers) It is not in the template, but you can extract it from an existing cdds file if you want to modify it.

 

The other file you could include would be a custom numbers.tga (l17) if you want to have custom numbering for squads, etc.

 

The best way I have found for creating one is to open an existing one (I use the supplied example) and modify it.

 

ie open the example lma7, change the .bmp files to whatever yours are called in your cddsf file, change the color_scheme to a new random number, and change the color_name to whatever you want your skin to show up as in the list. Then save the changes. When you 'make' the modman pack, you select your cdds file, and add it, then select the lma7 file, add it, pack it and away you go.

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  • 3 weeks later...

Modman help

 

I have Modman 7.1.0.9 installed on c: drive , pointing to Eagle dynamics\ ka-50 as modman requested. Installed skins into modman...showing up in green (installed) as well as smoke mod also showing up in green with CDDS. I run the game from Modman's run game box......no skins no smoke mod in either instant action or campaign. What am I doing wrong? Please advise!

 

Thanks

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gdotts, what OS are you running? If you're running vista, where did you install Black Shark? If you installed it in the default (program files) and you have UAC active, Modman will NOT work. (as mentioned in the warning when you install it) You'll either need to install Black Shark in a diff directory or disable UAC and install MODMAN with Admin rights.

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