User Tools

Site Tools


falcon4:textures:skinoverview

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
falcon4:textures:skinoverview [2017/10/06 14:21] – http to https switch. snakemanfalcon4:textures:skinoverview [2024/07/31 09:46] (current) – links added. snakeman
Line 1: Line 1:
-====== How-To Skin Making Overview ======+====== Falcon 4 HOWTO Skin Making Overview ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=47|Falcon 4.0 Forum]], [[:falcon4|Falcon 4 Home]], [[falcon4:campaign|Falcon 4 Campaign]], [[falcon4:cockpits|Falcon 4 Cockpits]], [[falcon4:database|Falcon 4 Database]], [[falcon4:file_formats|Falcon 4 File Formats]], [[falcon4:srtm|Falcon 4 SRTM Terrain]], [[falcon4:terrain|Falcon 4 Terrain]], [[falcon4:textures|Falcon 4 Textures]], [[falcon4:tools|Falcon 4 Tools]]
  
 by Zaggy by Zaggy
Line 7: Line 9:
 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.
Line 14: Line 16:
 [[https://pmc.editing.wiki/images/skinoverview_le1.jpg|click for larger]]. [[https://pmc.editing.wiki/images/skinoverview_le1.jpg|click for larger]].
  
-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 'Parents'. Inside this section we need to click on the **[Normal]** button (**2**), which will open a new window titled 'LOD Parent Data'. 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 'Parents'. Inside this section we need to click on the **[Normal]** button (**2**), which will open a new window titled 'LOD Parent Data'.
Line 28: Line 30:
 [[https://pmc.editing.wiki/images/skinoverview_le3.jpg|click for larger]]. [[https://pmc.editing.wiki/images/skinoverview_le3.jpg|click for larger]].
  
-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 'Tools'. We need to select the '**Texture mapping**' (**6**) option, then click **[OK]** at the 'No texture nodes' dialogue that pops up. To the right of the model, you should find a small drop down, titled 'Tools'. We need to select the '**Texture mapping**' (**6**) option, then click **[OK]** at the 'No texture nodes' dialogue that pops up.
Line 46: Line 48:
 ====== 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't, in the strictest sense of the term, Mapping, as it applies to modeling, we are '//mapping out what part belongs where//', for our skins. +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't, in the strictest sense of the term, Mapping, as it applies to modeling, we are '//mapping out what part belongs where//', for our skins.
  
-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/numbers/colors on a second layer), then open LE again, select **Utilities -> Model Viewer - By File**, navigate to your folder containing the model and your skins, click open and you should now find yourself seeing the 3D model skinned in the labeled wire frames you have just made. Hitting the **[space]** bar will bring you a control menu that can help you 'de-clutter' the model. I also HIGHLY recommend you read the 'OpenGLLOD.txt' read me that will be found in the LE folder. This file tells you all about the Menu as well as the key options. +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/numbers/colors on a second layer), then open LE again, select **Utilities -> Model Viewer - By File**, navigate to your folder containing the model and your skins, click open and you should now find yourself seeing the 3D model skinned in the labeled wire frames you have just made. Hitting the **[space]** bar will bring you a control menu that can help you 'de-clutter' the model. I also HIGHLY recommend you read the 'OpenGLLOD.txt' read me that will be found in the LE folder. This file tells you all about the Menu as well as the key options.
  
 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.
Line 59: Line 61:
 [[https://pmc.editing.wiki/images/skinoverview_layers1.jpg|click for larger]]. [[https://pmc.editing.wiki/images/skinoverview_layers1.jpg|click for larger]].
  
-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'. Save these files. Now, to create panel lines, we simply copy and paste these line drawings into out skin files, scaling them to fit, and in the layers window, changing the Layer Type (see image) from **Normal** to **Multiply**. +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'. Save these files. Now, to create panel lines, we simply copy and paste these line drawings into out skin files, scaling them to fit, and in the layers window, changing the Layer Type (see image) from **Normal** to **Multiply**.
  
 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.
Line 137: Line 139:
 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 //DXT1(alpha)// preview. The area's formerly of Magenta, should now be BLACK. 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 //DXT1(alpha)// preview. The area's formerly of Magenta, should now be BLACK.
  
-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://pmc.editing.wiki/images/skinoverview_save1.jpg }} {{ https://pmc.editing.wiki/images/skinoverview_save1.jpg }}
Line 147: Line 149:
 ====== 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.1507299680.txt.gz · Last modified: 2017/10/06 14:21 by snakeman

Except where otherwise noted, content on this wiki is licensed under the following license: CC Attribution-Share Alike 4.0 International
CC Attribution-Share Alike 4.0 International Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki

All PMC web site download services are temporarily suspended until web site yearly fees have been recovered, want to download addons/mods? Then Support PMC.

If you are grateful for all the work PMC has done in the past 25 years, use Support PMC page.