The Reskinning Cockpits Thread
#46

Eh, no worries. Fixed it. Have to save it as 32 bit and make sure the size is a multiple of 256pixels or it won't work. Live and learn... :roll:
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#47

When i was a child (looooong time ago), my father said often to me . :

With all that you will learn and know in your entire life, you will be able to write a book.... more or less thick....

With all that you will always not learn or know..... you will be able to write a big public library :wink:

You are right, live and learn..... never ending.... 8)
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#48

Bee Wrote:Eh, no worries. Fixed it. Have to save it as 32 bit and make sure the size is a multiple of 256pixels or it won't work. Live and learn... :roll:
Noooooooooooooo! I have the same problem with transparency. The instruments won't be so detailed :-(
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#49

It's okay. make sure the image is 256, 512 or 1024 pixels square and saved to 32bit and the transparencies will show up. Just tested it on the 109E fuel guage....

[Image: grab0000-1.jpg]
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#50

Ok. I have textures in 1024x1024. Now I have to check the transparency and save it in 32bit format. Thanks!

Q: Does anyone know where I take textures from?
a) I paint it.
b) Old good EAW.
c) Still not released SoW:BoB.
:lol:
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#51

something strange in your screen
(so, i hope you release a complet mod soon Wink )

[Image: grab00001bo6.jpg]
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#52

One thing bothers me. How will 1024 x 1024 tgas for texture afect RAM memory and FPS in game? Any experiences yet?

I mean maybe there is no need for texture to be larger then 512x512 regarding low poligon 3D mesh in cockpits? Maybe because of that low polys there is no diference in visual appearance in game between 1024 and 512? So there is no need either for such a large skins which maybe could afect memory and fps?

And could we somehow enable 2048x2048 for outer plane skin?

Just some thoughts . . .
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#53

Holy crap a readable fuel gauge. :o
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#54

Can't do it transparent :-(
I am using Corel Photo Paint and it does not allow me to make 32bit TGA...
Bee, would you be so kind and save it properly if I mail it to you? Please! :-)
(PM e-mail, pls)
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#55

http://www.pictview.com Command console graphics converter.

Would this be of any use?
maybe save as a .png and use converter
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#56

personnaly, Irfanview are the best:
http://www.soft82.com/download/Windows/IrfanView
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#57

I'd volunteer to do the 109 pit.
The problem is that I have no idea how to mod things into the engine.
I have a lot of experience with textures though.

My question is wether someone could tell me what exactly is needed in terms of the textures and then make them show up ingame after completion.
Maybe if someone could upload a rar or zip including the vanilla cockpit textures I could get working instantly.
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#58

Avala Wrote:And could we somehow enable 2048x2048 for outer plane skin?

Just some thoughts . . .

now THAT would be great, then get VPmedia on a supersize skinning spree!
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#59

The series of the Yaks would indeed need this work too!! Tongue

Good Work!! :wink:

Sorry for my english. :roll:
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#60

Strange things happening in Il-2...
I was making the dial of airspeed indicator because they don't match together (Il-2 and BoB). When I finished and tested it, I realized that it doesn't match with HUD. How could it happen when I used prib_one.tga from SpitfireMkVb folder as a model? I got nervous and angry, but after a while I solved my problem out. Oleg changed the airspeed indicator of Spit Mk.VB in some patch. I don't know how he did it (probably wizard), but there is still the old picture of ASI. And I wasted all my evening on it. On the picture below, you can see the difference between those two ASIs. The left one is from Mk.VB folder, the right one from Seafire folder, but the same as the new one in Mk.VB cockpit (at least the dial). I hope that this is the only thing of this sort in ths game...
[Image: rychlomer.jpg]

EDIT: I will not make it twice! I'll extract the AEP SFS with the old *.msh and use the old one. Does anybody mind ASI ut to only 320 M.P.H? :twisted:
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