Ce_Zeta Posted November 25, 2014 Share Posted November 25, 2014 (edited) 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 November 25, 2014 by Ce_Zeta [sIGPIC]http://i.imgur.com/YexElgV.jpg[/sIGPIC] Link to comment Share on other sites More sharing options...
joey45 Posted November 25, 2014 Share Posted November 25, 2014 (edited) 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 November 25, 2014 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 More sharing options...
uboats Posted November 25, 2014 Share Posted November 25, 2014 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 More sharing options...
Ce_Zeta Posted November 25, 2014 Author Share Posted November 25, 2014 Thank you Joey. Later we have number files which works in the same way...other battle will be make custom numbers. And detail files... we shouldn't touch it, I think. [sIGPIC]http://i.imgur.com/YexElgV.jpg[/sIGPIC] Link to comment Share on other sites More sharing options...
ddavid Posted January 20, 2017 Share Posted January 20, 2017 Thanks for the lua explanation, Joey! Cheers - Dai. Link to comment Share on other sites More sharing options...
Marcelo82 Posted October 24, 2017 Share Posted October 24, 2017 Hi, I would like to know what the number in the middle means, thank you. {"su27_tex01", 3 ,"Su-27_decol_lp.tga",false}; Link to comment Share on other sites More sharing options...
Ironhand Posted October 25, 2017 Share Posted October 25, 2017 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 More sharing options...
Sarah Posted July 18, 2018 Share Posted July 18, 2018 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 More sharing options...
Sarah Posted July 18, 2018 Share Posted July 18, 2018 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 More sharing options...
BATCARLO Posted January 26, 2020 Share Posted January 26, 2020 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 More sharing options...
BATCARLO Posted January 28, 2020 Share Posted January 28, 2020 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 More sharing options...
Sprool Posted February 21, 2022 Share Posted February 21, 2022 (edited) 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 February 21, 2022 by Sprool Link to comment Share on other sites More sharing options...
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