falcon4:textures:skinoverview
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falcon4:textures:skinoverview [2016/11/04 20:18] – moved images from nekromantix to this domain. snakeman | falcon4:textures:skinoverview [2024/07/31 09:46] (current) – links added. snakeman | ||
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+ | [[https:// | ||
by Zaggy | by Zaggy | ||
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But lets get to it... the below guides are based upon LOD Editor 5.1.0 and Photoshop 7.0.1, but should be applicable for most other versions of each application. | But lets get to it... the below guides are based upon LOD Editor 5.1.0 and Photoshop 7.0.1, but should be applicable for most other versions of each application. | ||
- | ====== Wire frames ====== | + | ====== Wire frames ====== |
The first thing you will need are your wire frames. These are essentially blank skins, that feature only the polygons of the model, unwrapped and layed flat. This sets out the shapes that we have to now skin. | The first thing you will need are your wire frames. These are essentially blank skins, that feature only the polygons of the model, unwrapped and layed flat. This sets out the shapes that we have to now skin. | ||
- | {{ http:// | + | {{ https:// |
- | [[http:// | + | [[https:// |
- | You can export these directly from LOD Editor, for any model that is in the database. I also export the model itself to a file, and place all the wire frames as well as the model lod file into a new folder. This way i keep everything to do with my current project separate from my working F4 install. | + | You can export these directly from LOD Editor, for any model that is in the database. I also export the model itself to a file, and place all the wire frames as well as the model lod file into a new folder. This way i keep everything to do with my current project separate from my working F4 install. |
Once you have LOD Editor on your PC, start it up, and find the object you wish to skin from the list of objects on the left hand side. Our example, the F-16CJ-52 is 2462 in the list. Click on the object (**1**). Now on the right hand side of the main LE window, you'll see a section titled ' | Once you have LOD Editor on your PC, start it up, and find the object you wish to skin from the list of objects on the left hand side. Our example, the F-16CJ-52 is 2462 in the list. Click on the object (**1**). Now on the right hand side of the main LE window, you'll see a section titled ' | ||
- | {{ http:// | + | {{ https:// |
- | [[http:// | + | [[https:// |
Again we look to lower right hand side to the 'LOD Indexes' | Again we look to lower right hand side to the 'LOD Indexes' | ||
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At this point we can export the model by simply clicking **File -> Save Model As...** (**4**) then entering in a filename (such as F16C.lod) and choosing where to save the model to. Once saved, we find ourselves still at the 'LOD Data' screen. | At this point we can export the model by simply clicking **File -> Save Model As...** (**4**) then entering in a filename (such as F16C.lod) and choosing where to save the model to. Once saved, we find ourselves still at the 'LOD Data' screen. | ||
- | {{ http:// | + | {{ https:// |
- | [[http:// | + | [[https:// |
- | To also export the textures, we continue via the **[Edit LOD...]** (**5**) button, which again brings us to a new window, called 'LOD Display and Edit'. This screen shows us a wire frame image of our chosen model, but this should not concern you. | + | To also export the textures, we continue via the **[Edit LOD...]** (**5**) button, which again brings us to a new window, called 'LOD Display and Edit'. This screen shows us a wire frame image of our chosen model, but this should not concern you. |
To the right of the model, you should find a small drop down, titled ' | To the right of the model, you should find a small drop down, titled ' | ||
- | {{ http:// | + | {{ https:// |
- | [[http:// | + | [[https:// |
Now we are at the ' | Now we are at the ' | ||
- | {{ http:// | + | {{ https:// |
- | [[http:// | + | [[https:// |
// | // | ||
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====== Mapping ====== | ====== Mapping ====== | ||
- | Now, you should have a folder with a bunch of numbered .BMP's and a .LOD model file in it. I recommend backing up all the BMP's to a sub folder before we begin. In Photoshop, open all your newly exported .BMP's and convert them to RGB files. Now, you can work through the files one by one or jump in and try and do all them at once, the choice is yours. Label the parts of the wire frame you can identify or quickly paint them a certain color or label them with numbers, so we can start to identify the part. Now whilst we aren' | + | Now, you should have a folder with a bunch of numbered .BMP's and a .LOD model file in it. I recommend backing up all the BMP's to a sub folder before we begin. In Photoshop, open all your newly exported .BMP's and convert them to RGB files. Now, you can work through the files one by one or jump in and try and do all them at once, the choice is yours. Label the parts of the wire frame you can identify or quickly paint them a certain color or label them with numbers, so we can start to identify the part. Now whilst we aren' |
- | Check you have it right by saving the files as TextureNumber.bmp (I recommend you save the file as a PSD first, the wire frame will be the lowest layer, the put your text/ | + | Check you have it right by saving the files as TextureNumber.bmp (I recommend you save the file as a PSD first, the wire frame will be the lowest layer, the put your text/ |
This is probably the hardest, and at times, most frustrating part of the whole thing! My method normally is start with the big objects you can identify, create a basic skin for the a/c, then come back and fire the details out as you reach them. Now that you've figured out what shapes are what parts, you can get down to actually making the skin resemble the a/c in question. | This is probably the hardest, and at times, most frustrating part of the whole thing! My method normally is start with the big objects you can identify, create a basic skin for the a/c, then come back and fire the details out as you reach them. Now that you've figured out what shapes are what parts, you can get down to actually making the skin resemble the a/c in question. | ||
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Now i know what the parts are, i will paint all the shapes (typically JUST the external parts first) one of the camo colors and extend this coverage 2-3 pixels beyond the limit of the wire frame shape (normally i will select the shape, then expand the selection by 2-3 pixels (**Select -> Modify -> Expand**). The just fill the selection area with the color. Then again using LE, view the model as described before. HINT, if the leave the Model Viewer open, you can view your changes as soon as you save them to a BMP file (save as a 24Bit BMP), by simply hitting the **[y]** key in the Model Viewer. | Now i know what the parts are, i will paint all the shapes (typically JUST the external parts first) one of the camo colors and extend this coverage 2-3 pixels beyond the limit of the wire frame shape (normally i will select the shape, then expand the selection by 2-3 pixels (**Select -> Modify -> Expand**). The just fill the selection area with the color. Then again using LE, view the model as described before. HINT, if the leave the Model Viewer open, you can view your changes as soon as you save them to a BMP file (save as a 24Bit BMP), by simply hitting the **[y]** key in the Model Viewer. | ||
- | {{ http:// | + | {{ https:// |
- | [[http:// | + | [[https:// |
- | Next I will track down as many line drawings of the a/c as possible. The best ones are Scale multiview drawings, that modelers will know so well, that show all the panel lines. These will be scanned in at a res that makes them a little larger than the corresponding texture wire frames are. **Desaturate** these graphics files (**Image -> Adjust -> Desaturate**) then using the Curves (**Image -> Adjust -> Curves**) tool, clean up the graphic by making the lighter shades 'more white' and the darker shades 'more black' | + | Next I will track down as many line drawings of the a/c as possible. The best ones are Scale multiview drawings, that modelers will know so well, that show all the panel lines. These will be scanned in at a res that makes them a little larger than the corresponding texture wire frames are. **Desaturate** these graphics files (**Image -> Adjust -> Desaturate**) then using the Curves (**Image -> Adjust -> Curves**) tool, clean up the graphic by making the lighter shades 'more white' and the darker shades 'more black' |
Once the panel lines are sorted, i will then start to paint the camo pattern, using the panel lines and viewing with the LE Model Viewer to ensure the patterns line up neatly. Once this is all conquered, the weathering begins. | Once the panel lines are sorted, i will then start to paint the camo pattern, using the panel lines and viewing with the LE Model Viewer to ensure the patterns line up neatly. Once this is all conquered, the weathering begins. | ||
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This is the section that is most open to personal preference and technique. There is no feasible way of going through EVERY technique I know of and use, as that would take many, many days for me to type and prepare. Instead I will give a breif overview of SOME techniques; the ones i feel provide the best basis for building upon, and the ones that may encompass several simple techniques at once. The below image is a small sample of these techniques. | This is the section that is most open to personal preference and technique. There is no feasible way of going through EVERY technique I know of and use, as that would take many, many days for me to type and prepare. Instead I will give a breif overview of SOME techniques; the ones i feel provide the best basis for building upon, and the ones that may encompass several simple techniques at once. The below image is a small sample of these techniques. | ||
- | {{ http:// | + | {{ https:// |
As you can see in the above image, fitting the Panel Lines, and setting the Layer Type to **Multiply**, | As you can see in the above image, fitting the Panel Lines, and setting the Layer Type to **Multiply**, | ||
- | {{ http:// | + | {{ https:// |
The next technique used above, uses the same Layer Type control, but this time we are using the Brush Tool. Create a new layer (//SHIFT + CTRL + N// or click once on the new layer icon, at the bottom of the Layers windows, next to the Bin), and on this layer, start to paint with a soft edged brush or airbrush. You can change the opacity and flow with the brush tool options (along the top of the screen in Photoshop 7.0) if you wish, to gain a bit more control, as i do. I use two colors mostly, each on a separate layer. One layer is black, and one layer is white. Pictured below, you will see the spine of the F-16 skin so far. The first half shows the two layers, one black and one white (they aren't as intense as normal, as I had the flow lowered to around 10-20%) at their full opacity. The ' | The next technique used above, uses the same Layer Type control, but this time we are using the Brush Tool. Create a new layer (//SHIFT + CTRL + N// or click once on the new layer icon, at the bottom of the Layers windows, next to the Bin), and on this layer, start to paint with a soft edged brush or airbrush. You can change the opacity and flow with the brush tool options (along the top of the screen in Photoshop 7.0) if you wish, to gain a bit more control, as i do. I use two colors mostly, each on a separate layer. One layer is black, and one layer is white. Pictured below, you will see the spine of the F-16 skin so far. The first half shows the two layers, one black and one white (they aren't as intense as normal, as I had the flow lowered to around 10-20%) at their full opacity. The ' | ||
- | {{ http:// | + | {{ https:// |
When starting to weather a skin, as above, subtle is the way to go. If you want it to be more obvious later, just come back and alter the opacity of the layer to a higher percentage. | When starting to weather a skin, as above, subtle is the way to go. If you want it to be more obvious later, just come back and alter the opacity of the layer to a higher percentage. | ||
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Photos can be used by erasing all the picture around the marking (either with the eraser or a the Lasso Tool), then scale, skew, rotate and distort it to the right shape (**Edit -> Transform -> Scale/ | Photos can be used by erasing all the picture around the marking (either with the eraser or a the Lasso Tool), then scale, skew, rotate and distort it to the right shape (**Edit -> Transform -> Scale/ | ||
- | {{ http:// | + | {{ https:// |
- | [[http:// | + | [[https:// |
====== Fonts ====== | ====== Fonts ====== | ||
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Of course its always easier to just type WW AF 91 800 than it is to draw it. So the way to go with all text and numerical markings, is to track down the FONT! | Of course its always easier to just type WW AF 91 800 than it is to draw it. So the way to go with all text and numerical markings, is to track down the FONT! | ||
- | {{ http:// | + | {{ https:// |
====== Decals ====== | ====== Decals ====== | ||
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Hobbyists will know what Im talking about straight away. The decals you get with your model a/c. Just scan the decals in, then you have an almost perfect set of markings just waiting to cut out and pasted onto your skin! | Hobbyists will know what Im talking about straight away. The decals you get with your model a/c. Just scan the decals in, then you have an almost perfect set of markings just waiting to cut out and pasted onto your skin! | ||
- | {{ http:// | + | {{ https:// |
====== Other ====== | ====== Other ====== | ||
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Many skins now feature textures that are layered on top of other textures, so that we can customize unit markings a lot easier. For example, the F-16 skin contains all unit markings for the typical F-16, within the Tail texture. This texture has area's set aside for unit badges on the sides of the intakes, nose numbers as well as fuselage markings. Only part of these area's are shown on the model by way of using a reserved Transparency color, R255 G0 B255, or **MAGENTA**. The fact that DDS textures dont use Magenta as the reserved color any more does not negate this warning in anyway. | Many skins now feature textures that are layered on top of other textures, so that we can customize unit markings a lot easier. For example, the F-16 skin contains all unit markings for the typical F-16, within the Tail texture. This texture has area's set aside for unit badges on the sides of the intakes, nose numbers as well as fuselage markings. Only part of these area's are shown on the model by way of using a reserved Transparency color, R255 G0 B255, or **MAGENTA**. The fact that DDS textures dont use Magenta as the reserved color any more does not negate this warning in anyway. | ||
- | {{ http:// | + | {{ https:// |
Anything you draw within these Magenta area' | Anything you draw within these Magenta area' | ||
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Select the Magic Wand tool, set its properties to a Tolerance of 1 and make sure Anti-Aliased is UNCHECKED. Now using that tool, select all the area's of **R255 G0 B255** (the **Magenta** ' | Select the Magic Wand tool, set its properties to a Tolerance of 1 and make sure Anti-Aliased is UNCHECKED. Now using that tool, select all the area's of **R255 G0 B255** (the **Magenta** ' | ||
- | {{ http:// | + | {{ https:// |
- | [[http:// | + | [[https:// |
We are now ready to save, **File -> Save As...** , select **DDS** from the drop down Format box, enter a filename (ideally the texture number) and click **[Save]**. The DDS dialogue box (see Image) now appears. the Important settings are **Save Format = DXT1 ARGB (1 bit Alpha)** and **MIP maps = No MIP maps**. You can choose to preview the texture in a variety of formats also, but pay attention to the // | We are now ready to save, **File -> Save As...** , select **DDS** from the drop down Format box, enter a filename (ideally the texture number) and click **[Save]**. The DDS dialogue box (see Image) now appears. the Important settings are **Save Format = DXT1 ARGB (1 bit Alpha)** and **MIP maps = No MIP maps**. You can choose to preview the texture in a variety of formats also, but pay attention to the // | ||
- | If all looks good, click on the **[Save]** button, and its done! | + | If all looks good, click on the **[Save]** button, and its done! |
- | For textures without transparencies in them, the process is FAR easier. Its simply a case of Flattening the Image, and saving to DDS, using the same settings and outlined above. | + | For textures without transparencies in them, the process is FAR easier. Its simply a case of Flattening the Image, and saving to DDS, using the same settings and outlined above. |
- | {{ http:// | + | {{ https:// |
To illustrate, below we have the end product, the DXT1(alpha) with BLACK area's of transparency, | To illustrate, below we have the end product, the DXT1(alpha) with BLACK area's of transparency, | ||
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====== BMS Installation ====== | ====== BMS Installation ====== | ||
- | To install the DDS skins you've just made into BMS, simply go to your **..\MicroProse\Falcon4\terrdata\objects\KoreaObj** folder and BACK UP the files in there that share the same names as your newly created skins (eg, 3161.dds for an F-16CJ Tail). Its always good to back up, just in case the newer skins we install look crap, or you've gotten the filenames wrong, etc. | + | To install the DDS skins you've just made into BenchMarkSim (BMS), simply go to your **..\MicroProse\Falcon4\terrdata\objects\KoreaObj** folder and BACK UP the files in there that share the same names as your newly created skins (eg, 3161.dds for an F-16CJ Tail). Its always good to back up, just in case the newer skins we install look crap, or you've gotten the filenames wrong, etc. |
Now simply copy your NEW dds skins into the **..\MicroProse\Falcon4\terrdata\objects\KoreaObj** folder. Start Falcon, and they should be there! | Now simply copy your NEW dds skins into the **..\MicroProse\Falcon4\terrdata\objects\KoreaObj** folder. Start Falcon, and they should be there! | ||
+ |
falcon4/textures/skinoverview.1478290736.txt.gz · Last modified: 2016/11/04 20:18 by snakeman