Jump to content

explanation for Description.lua


Ce_Zeta

Recommended Posts

Hi folks!

 

someone can explain us the description.lua file?

Any guide or manual?

 

I searched in the forums, in the manuals of DCS, FC3 and Su-27 but nothing is explained. Here in the forums we can find a few answers, surely found by trial and error method, but not a complete answer.

 

I am sure that Lua is a powerful tool, and a very smart idea was implemented for skins...but without a guide or manual we cannot use all the potential of the use of Lua in skins.

 

Example from Lodeynoye pole AFB (177 IAP) livery.

livery = {

{"su27_tex01", 0 ,"Su27_tex01_lp",false};

{"su27_tex01", 3 ,"Su-27_decol_lp.tga",false};

{"su27_tex02", 0 ,"Su27_tex02_lp",false};

{"su27_tex02_compos", 0 ,"Su27_tex02_lp",false};

{"su27_tex03", 0 ,"Su27_tex03_lp",false};

{"su27_tex03_compos", 0 ,"Su27_tex03_lp",false};

{"su27_tex03_compos", 3 ,"Su-27_decol_lp.tga",false};

{"su27_tex04", 0 ,"Su27_tex04_lp",false};

{"su27_tex04", 3 ,"Su-27_decol_lp.tga",false};

{"su27_tex05", 0 ,"Su27_tex05_lp",false};

{"su27_tex05", 3 ,"Su-27_decol_lp.tga",false};

{"su27_tex06", 0 ,"Su27_tex06_lp",false};

{"su27_tex06", 3 ,"Su-27_decol_lp.tga",false};

{"su27_tex07", 0 ,"Su27_tex07_lp",false};

{"su27_nose_numbers", 0 ,"Su-27_numbers_red",true};

{"su27_tail_numbers", 0 ,"Su-27_numbers_red",true};

{"su27_tail_numbers_top", 0 ,"empty.tga",true};

{"su27_tail_numbers_down", 0 ,"empty.tga",true};

{"su27_detail", 0 ,"Su-27_detail",true};

{"su27_detail_compos", 0 ,"Su-27_detail",true};

}

countries = {"RUS"}

 

Cheers!
Edited by Ce_Zeta
Link to comment
Share on other sites

The first bit

"su27_tex01"

Is the name given to that section in 3dsmax when the model was unwraped

YOU DO NOT TOUCH THIS

 

the Number is the layer

0 = diffuse, which is the top layer

2 = Spec layer, the shine

3 = decol layer, any decols like Roundals on wings or makings on the pilot < can be custom edited with own.

 

the second bit of tex is the name of the template of the livery

 

Flase = in the livery folder

True = in the livery zip folder stored else where

 

Countries = what country can use the livery. ie for my RAF A10s only the UK can use them.

exmaple

{su27_tex01", 0 ,"RAF_01" false},


Edited by joey45

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Link to comment
Share on other sites

The first bit

"su27_tex01"

Is the name given to that section in 3dsmax when the model was unwraped

YOU DO NOT TOUCH THIS

 

Hi Joey,

 

Do you know how fc3 ACs know which description.lua it should loads for cockpits?

 

I know the entry.lua tells the 'Liveries/Cockpit_xxx/' folder (but there could be many subfolders inside, not only 'default'). How does it know to search just the 'default' subfolder, but not others (If I create another folder beside default, which also has a description.lua). For other dcs level module, there is a variable named 'livery' defines which folder to look into. But for fc3 modules, I dont know how it works.

[sIGPIC][/sIGPIC]

My DCS Mods, Skins, Utilities and Scripts

 

| Windows 10 | i7-4790K | GTX 980Ti Hybrid | 32GB RAM | 3TB SSD |

| TM Warthog Stick | CH Pro Throttle + Pro Pedal | TIR5 Pro | TM MFD Cougar | Gun Camera: PrtScn |

Link to comment
Share on other sites

  • 2 years later...
  • 9 months later...
Hi, I would like to know what the number in the middle means, thank you.

{"su27_tex01", 3 ,"Su-27_decol_lp.tga",false};

From joey45's reply above:

 

the Number is the layer

0 = diffuse, which is the top layer

2 = Spec layer, the shine

3 = decol layer, any decols like Roundals on wings or makings on the pilot < can be custom edited with own.

YouTube Channel: https://www.youtube.com/channel/UCU1...CR6IZ7crfdZxDg

 

_____

Win 10 Pro x64, ASUS Z97 Pro MoBo, Intel i7-4790K, EVGA GTX 970 4GB, HyperX Savage 32GB, Samsung 850 EVO 250 GB SSD, 2x Seagate Hybrid Drive 2TB Raid 0.

Link to comment
Share on other sites

  • 8 months later...
Hi Joey,

 

Do you know how fc3 ACs know which description.lua it should loads for cockpits?

 

I know the entry.lua tells the 'Liveries/Cockpit_xxx/' folder (but there could be many subfolders inside, not only 'default'). How does it know to search just the 'default' subfolder, but not others (If I create another folder beside default, which also has a description.lua). For other dcs level module, there is a variable named 'livery' defines which folder to look into. But for fc3 modules, I dont know how it works.

 

I believe it uses a hierarchical structure where it looks for all its "new" stuff in the user saved game library, then the Bazar/Liveries then the CoreMods library...if it finds a file for that specific "face" it tries to apply it...if it doesn't find it, or application fails, it moves to the next level in the hierarchy.

Link to comment
Share on other sites

The first bit

"su27_tex01"

Is the name given to that section in 3dsmax when the model was unwraped

YOU DO NOT TOUCH THIS

 

 

but how do we know what those are pertaining to an aircraft? ED should be providing this information because its quite half_ssed the way it is right now.

Link to comment
Share on other sites

  • 1 year later...
The first bit

"su27_tex01"

Is the name given to that section in 3dsmax when the model was unwraped

YOU DO NOT TOUCH THIS

 

the Number is the layer

0 = diffuse, which is the top layer

2 = Spec layer, the shine

3 = decol layer, any decols like Roundals on wings or makings on the pilot < can be custom edited with own.

 

the second bit of tex is the name of the template of the livery

 

Flase = in the livery folder

True = in the livery zip folder stored else where

 

Countries = what country can use the livery. ie for my RAF A10s only the UK can use them.

exmaple

{su27_tex01", 0 ,"RAF_01" false},

 

Hi joey45,

I don't quite understand how to use the TRUE parameter.

 

I have a skin "PVI MARINA dark", where for each pilot I would like to differentiate the helmet and nickname.

 

In the main skin there are all the dds files:

AGS_WF_bort_number_LEFT.dds

AGS_WF_bort_number_RIGHT.dds

AGS_WF_bort_number_wing.dds

empty.dds

F18C_1_DIFF_PROTO.dds

F18C_1_DIFF_PROTO2.dds

F18C_glass.dds

F18C_glass_color.dds

FPU_8A_AGS_WF.dds

pilot_F18_marina.dds

pilot_F18_patch_marina.dds

PVI_Hornet_Helmet.dds

description.lua

 

While in the individual skins I would like to have only the files:

-Skin for pilot #2 i.e. PVI MARINA nickname#1:

PVI_Hornet_Helmet_nickname#1.dds

F18C_1_DIFF_nickname#1.dds

description.lua

 

-Skin for pilot #2 i.e. PVI MARINA nickname#2:

PVI_Hornet_Helmet_nickname#2.dds

F18C_1_DIFF_nickname#2.dds

description.lua

 

etc.

 

Each pilot's description.lua file contains:

livery = {
{"f18c1", 0 ,"F18C_1_DIFF_nickname#1",false};
{"f18c1", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",true};


{"f18c2", 0 ,"F18C_1_DIFF_PROTO2",false};
{"f18c2", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",true};
{"f18c_glass", 0, "f18c_glass", true};
{"f18c_glass", 2, "f18c_glass_roughmet", true};
{"f18c_glass", 5, "f18c_glass_damage", true};
...
{"F18C_BORT_NUMBER_NOSE_L_100", 0 ,"F18C_1_DIFF_nickname#1",false};
{"F18C_BORT_NUMBER_NOSE_L_100", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",true};
{"F18C_BORT_NUMBER_NOSE_L_100", DECAL ,"AGS_WF_bort_number_LEFT",true};
...
{"F18C_BORT_NUMBER_KIL_Switz_R_01", 0 ,"F18C_1_DIFF_PROTO2",true};
{"F18C_BORT_NUMBER_KIL_Switz_R_01", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",true};
{"F18C_BORT_NUMBER_KIL_Switz_R_01", DECAL ,"empty",true};	
...
{"FPU_8A", 0 ,"FPU_8A_AGS_WF",true};
{"FPU_8A", 2 ,"FPU_8A_Diff_RoughMet",true};

--Pilot
{"pilot_F18_helmet", 0 ,"PVI_Hornet_Helmet_nickname#1",false};
{"pilot_F18", 0 ,"pilot_F18_marina",true};
{"pilot_F18_patch", 0 ,"pilot_F18_patch_marina",true};

}
name = "_PVI_Marina_nickname#1"
countries = {"USA","ITA"}

 

I understand that with the TRUE parameter I can use a livery zip folder where there are all the dds files of the main skin.

But I don't understand how to call this zip file, in which folder to put it and how to recall it.

Thanks bye.

Link to comment
Share on other sites

Now I have solved with:

 

Each pilot's description.lua file contains:

livery = {
{"f18c1", 0 ,"F18C_1_DIFF_nickname#1",false};
{"f18c1", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",true};


{"f18c2", 0 ,"../PVI MARINA dark/F18C_1_DIFF_PROTO2",false};
{"f18c2", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",true};
{"f18c_glass", 0, "f18c_glass", true};
{"f18c_glass", 2, "f18c_glass_roughmet", true};
{"f18c_glass", 5, "f18c_glass_damage", true};
...
{"F18C_BORT_NUMBER_NOSE_L_100", 0 ,"F18C_1_DIFF_nickname#1",false};
{"F18C_BORT_NUMBER_NOSE_L_100", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",true};
{"F18C_BORT_NUMBER_NOSE_L_100", DECAL ,"AGS_WF_bort_number_LEFT",true};
...
{"F18C_BORT_NUMBER_KIL_Switz_R_01", 0 ,"../PVI MARINA dark/F18C_1_DIFF_PROTO2",false};
{"F18C_BORT_NUMBER_KIL_Switz_R_01", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",true};
{"F18C_BORT_NUMBER_KIL_Switz_R_01", DECAL ,"empty",true};	
...
{"FPU_8A", 0 ,"FPU_8A_AGS_WF",true};
{"FPU_8A", 2 ,"FPU_8A_Diff_RoughMet",true};

--Pilot
{"pilot_F18_helmet", 0 ,"PVI_Hornet_Helmet_nickname#1",false};
{"pilot_F18", 0 ,"../PVI MARINA dark/pilot_F18_marina",false};
{"pilot_F18_patch", 0 ,"../PVI MARINA dark/pilot_F18_patch_marina",false};

}
name = "_PVI_Marina_nickname#1"
countries = {"USA","ITA"}

 

Where "../PVI MARINA dark/" is the main skin folder.

Link to comment
Share on other sites

  • 2 years later...

Back to the FC3 models again..

I just want to confirm if my understanding is correct, I am working on some bare-metal high specular skins for the FC3 airframes.

Short example: 

    {"su27_tex04", 0 ,"Su27_tex04_AAF4",true};
    {"su27_tex04", 2 ,"su27_tex04_spc",true};      
    {"su27_tex04", 3 ,"empty",true};

0 = the skin texture, 2 = the specular layer,, 3 = decal layer,

I create a roughmet texture for Su-27_tex04.dds and call it Su-27_tex04_RoughMet.dds

I then edit the above part of the description lua file to replace the '2' with "ROUGHNESS_METALLIC" and set the texture to read Su27_tex04_RoughMet

    {"su27_tex04", 2 ,"su27_tex04_spc",true};            ------->  {"su27_tex04", ROUGHNESS_METALLIC ,"su27_tex04_RoughMet",true};

I then leave the 3rd line the same as its calling for a decal layer but the decal layer is to be left empty and pointing towards the default texture folder.

Repeat process for tex01, tex02, tex03, tex05, tex06, tex07. 

Not sure about the tex02_compos and tex03_compos part - what does this control?

Is that all correct so far?


Edited by Sprool
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...