falcon4:textures:skinoverview
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falcon4:textures:skinoverview [2017/10/06 14:21] – http to https switch. snakeman | falcon4:textures:skinoverview [2024/07/31 09:46] (current) – links added. snakeman | ||
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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. | ||
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- | 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 ' | ||
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- | 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 ' | ||
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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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[[https:// | [[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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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. |
{{ https:// | {{ https:// | ||
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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! | ||
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falcon4/textures/skinoverview.1507299680.txt.gz · Last modified: 2017/10/06 14:21 by snakeman