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Kolyma

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  • Flight Simulators
    DCS, MS FSX, X-Plane

    Rainbow 6, Battlefield 4
  • Location
    Tennessee, USA
  • Interests
    https://forums.eagle.ru/showthread.php?t=141099
  • Occupation
    Computer Geek Extraordinaire
  • Website
    https://www.facebook.com/kolyma
  1. This thread is on fire. So much great info and examples, day after day. Kudos to all
  2. Hmm. Maybe this is why I've been stuck on not accepting the dullness in PS without realizing DCS would render it differently. Thanks for the details. I'll experiment a bit later this weekend. Is OK if I'm only using CS6?
  3. Yes! Seems to be retaining lines and panels. How to?
  4. Thanks for the additional information. I guess my basic question is: how do I get a bright color skin based on this template? I cannot see how to do that and keep all the fine lines. All easy techniques will appear to create a color-dulled appearance So when you used the "procedural nodegraph texturing" the base color was inferred into that? Not added later once all the 2d-photograph from 3d-object to 2d-projections(layers) were made? For example, here's the F-18 skin again. I can get bright color skin with details. But I cannot figure out how to do with F-14 template. Of course, these are just examples. Even I'm not trying to fly around in a neon green F-14. :joystick: I guess the ED people made the F-18 skin some other way where they were able to isolate the individual lines. Maybe that was a recreation rather than an isolation. You asked for version 1.1 requests, so I made one: asking for the source layers that made "Base Texture copy 2" layer. I guess I'm to understand that layer was generated directly from your "procedural nodegraph texturing" without any intermediate steps. Sorry I'm a bit stubborn and won't be swayed much by the sentiment that I shouldn't be trying to do what I'm doing. Thanks for entertaining my inquiry
  5. Without really understanding why, I get that you're stating this is a special kind of paintkit, however it is put together in a way that's different than all the other paintkits I've worked with from DCS and their partners. In all cases, there was the ability to turn off the base color while retaining fine lines and panels. And I wasn't looking for real-world color accuracy or to make a custom skin for some little-known real-world squadron. I make fictional skins with all kinds of wild colors and patterns and that's why I asked about getting the base color out of there. Unless you've used an external photograph to create the "Base Texture copy 2" layer, I am certain it is a composite layer that was previously built with several layers, many of those were just lines and circles, with maybe some shadows. And then an overall metal grey was added. Aircraft come in base colors other than metal grey, regardless of albedo Thanks for your reply and the great module. I'm really enjoying it and appreciate the release of the paintkit.
  6. I understand how to do that as a workaround but the result is much too dark for what I was looking to do, like airshow qual w/o weathering and such. Having to leave that grey "Base Texture copy 2" layer in there to retain lines and panels is just gonna darken everything. And adjusting that layer's opacity will wash out the original lines and panels. Guess I could run a threshold and other processes on "Base Texture copy 2" layer to eliminate the background color while retaining major features, but that really shouldn't be necessary for a production paintkit. Maybe the version 1.1 release that was mentioned could include the source layers that were combined to produce "Base Texture copy 2" layer?
  7. For the F-18, we can turn off the background layer and retain all the other details like this: And then can replace with completely different background color like this: But with F-14, when I turn off background color layers, it seems a lot of lines, panels, etc are gone. So when the background is replaced with totally different color, many lines and panels are missing Where the originally file looks like this
  8. Is is just me or is all the fine lines and details mixed into the "Base Texture copy 2" layer which also includes the overall grey background color? With other paintkits, we got a clean background color layer and then higher level layers with just lines and details and such. That way you could make a skin with a completely different color scheme and keep all the details. For example, doesn't seem possible to make and all-red F-14 skin with this template and keep all the lines and details.
  9. https://i.imgur.com/Z0JzKuM.png Thoughts on these errors? Is this because I'm using CS6?
  10. Heatblur server getting Slashdot Effect right now. All these downloads.... I'm getting just a dribble of packets
  11. lmfao, all these peeps licking their chops waiting for a paintkit template. Like you're stacked on final with only a 100lbs of fuel left.
  12. No idea who this Strikeeagle345 is and don't care to find out, but clearly with all those posts he only confirmed his idiocy. Next time the Internet shames you dude, just say my bad and stop posting. Sheesh Now this fun and happy thread has a giant one-page of shit on it. Thanks idiot
  13. Of course, we'd rather have your best work vs your rushed work. Take all the repeated template release inquiries as a compliment to how much we're enjoying the F-14 module
  14. I'm guessing we get their production psd files, just with reduced layers and layers labeled for the masses. I'm not sure where the wireframe layer that highlights individual components comes from. Maybe they do that manually? No, can't be.
  15. So even if there's a delay in releasing an official paint kit, is it safe to assume all the "stuff" will be in the same locations it is now in the existing *.dds files with the currently included F-14 skins? Meaning if I just make some layers in photoshop with a current dds as a stencil, later they will be portable to the official F-14 paintkit?
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