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The Reskinning Cockpits Thread - Printable Version

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- Guest - 16.11.2007

In the header of that unopenable tgas reads "IMF 10" imf is extension for image forge format so I tried to open them with image forge pro. Image forge opens them and dispalys datas but dont see anything on them.

Maybe someone could use this information . . .


- Guest - 17.11.2007

Done some testing. I have replaced all tgas in HurricaneMkII cockpit from 256x256px 24 bit to 1024x1024 32 bits, except .night.tga for night clocks and indicators they are in grey scale.

Loading time increases insignificantly but FPS drops for half, I asume because overall weight of cockpit from 3,5 Mb goes with bigger textures to 75 Mb. (way too much) I sugest, if I may :roll: , to use texture just one time bigger then originals and in 24 bit tgas, if you want player to be your friend Tongue

in ie.

1. 256px-24bit (original) = 196Kbs
2. 512px-24bit = 768Kbs (this is optimal I guess)
3. 1024px-24 = 3Mb (no dramatic diference betwen this and number 2.)
4. 1024px-32bit = 4Mb (actually no need for 32 bit)


From Avirex - NN_Avirex - 17.11.2007

Hello,
my name is Avirex, I'm the author of the original texturing of the Me110G2 and Me262.
For clear reason of FPS we made them with 256x256 files.
A pit at this time could not be more then 6Mb.
I would like to modify the yak's pit, but just need a link to learn how to obtain the TGA and then put them in IL2again.
I'm very glad that somebody dicovered how to do it.
Imagine that I deed my two pits without ever seeing my work progression in the IL2 engine...


Re: From Avirex - sparty72 - 17.11.2007

NN_Avirex Wrote:Hello,
my name is Avirex, I'm the author of the original texturing of the Me110G2 and Me262.
For clear reason of FPS we made them with 256x256 files.
A pit at this time could not be more then 6Mb.
I would like to modify the yak's pit, but just need a link to learn how to obtain the TGA and then put them in IL2again.
I'm very glad that somebody dicovered how to do it.
Imagine that I deed my two pits without ever seeing my work progression in the IL2 engine...


Salute Big Grin !!... lookin forward to any new pits you can help with

Best Regards

Sparty


Hello - WALLYGATOR - 17.11.2007

Hello Avirex very happy to see you here ..

Thks four your wonderful work ,for me the goodest original IL2 cockpits

do not forget to post a link to your site ....

intersting for everybody i think ..


- Guest - 17.11.2007

Hello Avirex, your textures are among best in simulation.

Here is how to see that unopenable .Tga files:

(The link is inoperative)

Somewhere in the middle of the page deSad talks about it. Little primitive but works. I tried to open them with several programs but no use.


Re: From Avirex - Jaws2002 - 17.11.2007

NN_Avirex Wrote:Hello,
my name is Avirex, I'm the author of the original texturing of the Me110G2 and Me262.
For clear reason of FPS we made them with 256x256 files.
A pit at this time could not be more then 6Mb.
I would like to modify the yak's pit, but just need a link to learn how to obtain the TGA and then put them in IL2again.
I'm very glad that somebody dicovered how to do it.
Imagine that I deed my two pits without ever seeing my work progression in the IL2 engine...


Hello Sir!!

You really did a great work of art on those textures!!! thank you.

So many times when i flew the 110 i would just jump in the gunner position and admire all that beautiful high-tech gear. :lol: :mrgreen:

Is not that hard to change pit textures. easiest way to get your game ready for moding is to download and install the sound pack. (Make a backup of your game, or best is to have another copy of the game installed in a new folder so you'll always have your original game clean.) The sound mod will create all the necerary files and folders you need for moding.



What you need to do is extract the sfs files that contain them with QTim's SFS extractor in one folder.
I found a lot of cockpits in 3do1.sfs 3do.sfs and 3do6.sfs, but if you don't find the pit you want to change there, you just extract all the 3do sfs files.
In the extracted files you'll find a lot of files and usually a 3DO folder. If you have a "cockpit" folder in it that's where you'll find all the files you need as tga files.
you open them edit them and to put them in the "files/3do/cockpits (I think, i'm not home at my gaming rig.)
You'll need to add a line of text with the new path, to "files.txt" file in your game folder for every file you've modified, so the game knows to load the file from "files" folder, instead of the original one.

something like this:
3do/Cockpit/IAR-80/altimeter.tga
3do/Cockpit/IAR-80/rudder.tga
3do/Cockpit/IAR-80/seat.tga
3do/Cockpit/IAR-80/panel.tga

this example is for the case you try to play around with the IAR-80 pit. :mrgreen:
for the yak9 they would be something like this:

3do/Cockpit/Yak9/altimeter.tga
3do/Cockpit/Yak9/rudder.tga
3do/Cockpit/Yak9/seat.tga
3do/Cockpit/Yak9/panel.tga

good luck. Big Grin


- NN_Avirex - 17.11.2007

Thank you very much.
As soon as I'm less busy with my work, I try.


- Jaws2002 - 17.11.2007

btw. since you've made those sweet textures in bf-110 pit, do you know what program we can use to open those " .tga files?
We can open some of them with (in my case) infra view, but many of them are only possible to open using them as loading splash screen and then snach them with print screen. :lol:

If you made them, maybe you know what we could use to open them without going through all that pain. Big Grin


- NN_Avirex - 17.11.2007

You can open them photoshop, that's wath they are made with Smile


- Jaws2002 - 17.11.2007

nope. we can't. Sad

we can open some of them but not all.


- brz - 17.11.2007

Hello All! Smile

I would be happy if i had the 109 pit textures in my photoshop...

I am trying to understand the procedure to find and open the TGA files right now.
If i manage to do this, i will work at the 109 pit Exhaustively Big Grin

Cheers!


- Bee - 17.11.2007

Read the first post of the thread. Instructions are there.


- brz - 17.11.2007

I did that, my problem is mainly find the TGA files, i will search the forum because probably there is one topic that someone talks about how where we find the files.
And sorry, my English is not very good :oops:

S! Smile

Ps: Been playing around with the cockpitframe

[Image: 109cockpitframetw9.jpg]


- Guest - 18.11.2007

Bee Wrote:Having a wee problem with the saving of the TGA's. Some of them need to have areas of transparency, which I make sure are there in the photoshop 7 version I create. When I save the file as a TGA, those clear areas become white. Grrr! What am I doing wrong? I have the bottom layer listed as Layer0, not background. Can't figure out what the prob is. I know it is something due to me, because even when I save-as a clear tga without altering it, the same thing happens Sad

Having this problem, whats the catch?

I saved it as 32bit Tga and like background in photoshop
tried with black background (apears as black)
tried with white background (apears as white)
tried with transparent background (also apears as white)
all in 32 bit and stil no transparency.

Anyone?

[Image: grab0000qo9.jpg]
[Image: grab0001wb0.jpg]