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Author Topic: Cessna skins  (Read 40684 times)

Steve.Wilson

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Re: Cessna skins
« Reply #15 on: August 07, 2012, 08:27:15 pm »

That is just too neat lookin' for words.  Nice livery...nice video.  Can't wait to get some more aircraft into the sim.
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ddenn

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Re: Cessna skins
« Reply #16 on: August 10, 2012, 05:30:29 am »

Last one for now. Quite bored with Cessna:

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PytonPago

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Re: Cessna skins
« Reply #17 on: August 10, 2012, 06:58:16 am »

Nice work in texturing the cesna. Would like to see it in a fictional US military-type skin. ... doe the russian camo tatra is an exelent job too. It makes me nervous waiting for an BMP-3 rolling trought Outerra in that paint-scheme ....Do you think cameni, that an additional paint-scheme adding/changing option could be added to the importer when it comes ? It would be nice to have a free hand to choose it yourself and get an option to download them for the servers to see people in theyr own paint schemes later on.
« Last Edit: August 10, 2012, 07:08:58 am by PytonPago »
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cameni

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Re: Cessna skins
« Reply #18 on: August 10, 2012, 09:39:02 am »

The system is going to support skins natively. Basically, the objdef file defines what's making up an object - what model, what material (skin), what physics. You can simply clone the file and edit it to point to a different material (or a different physics config ...)

Additionally, to simplify the installation of mods and to make it cleaner, a mod will be contained in its own folder together with objdef and all the textures. So for example, there will be the following directory structure:

Code: [Select]
[packages]
+-- [outerra]
    +-- [c172]
        |   # original textures, models and physics config here
        |   # as well as the default objdefs, for example
        +-- c172.objdef
        +-- c172R.objdef
        +-- [skin1]
            |   # modified textures
            |   # new objdef file
            +-- skin1.objdef

To make a custom skin you would create a subfolder under outerra/c172, placing all textures and a new objdef file into it.
The intermediate outerra folder is actually the user name of the creator of the model. If ddenn made his own model of c172, it would be under packages/ddenn/c172. That way every model has its unique path that will not conflict with any other. For distribution, your skins of someone else's model should be under your directory as well, referencing the original model. Current Denis' skins would be laid out like this:

Code: [Select]
[packages]
+-- [outerra]
|   +-- [c172]
|       |   # original textures, models and physics config here
|       |   # as well as the default objdefs, for example
|       +-- c172.objdef
|       +-- c172R.objdef
|       
+-- [ddenn]
    +-- [c172@outerra]
        +-- [skin1]
        |   |   # modified textures
        |   |   # new objdef file referring outerra/c172
        |
        +-- [skin2]
            |   # modified textures
            |   # new objdef file referring outerra/c172
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Chaoz

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Re: Cessna skins
« Reply #19 on: August 10, 2012, 09:41:46 am »

Sounds great can't wait until model importer is finished and we can start populating our worlds
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PytonPago

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Re: Cessna skins
« Reply #20 on: August 10, 2012, 10:12:37 am »

The system is going to support skins natively. Basically, the objdef file defines what's making up an object - what model, what material (skin), what physics. You can simply clone the file and edit it to point to a different material (or a different physics config ...)

 ;)
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ZeosPantera

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Re: Cessna skins
« Reply #21 on: August 10, 2012, 10:59:19 am »

Cameni will skins be loadable without a restart? That way in a multiplayer application it can download the skin of an approaching vehicle out of range.
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angrypig

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Re: Cessna skins
« Reply #22 on: August 10, 2012, 11:11:44 am »

Cameni will skins be loadable without a restart? That way in a multiplayer application it can download the skin of an approaching vehicle out of range.

Yes it will be possible...
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KelvinNZ

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Re: Cessna skins
« Reply #23 on: August 11, 2012, 07:58:23 am »

New skin for Cessna:



And short video



Hello there friend,

Is there any chance of releasing a skin for the Cessna to the community such as this latest piece of wonderful work you have done? If there are no license issues can you make it available at all?

Regards,

Kelvin
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ddenn

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Re: Cessna skins
« Reply #24 on: August 11, 2012, 08:15:55 am »

Here we go:

- Skin 1 - Skin 1 with MipMaps

- Skin 2 - Skin 2 with MipMaps

- Skin 3 - Skin 3 with MipMaps

- Skin 4 - Skin 4 with MipMaps

Original texture

Unpack the skin you want to use to the \Anteworld\packages\outerra\c172\ folder, overwriting existing file.

BTW, these skins will work only with test version of OT - http://www.outerra.com/forum/index.php?topic=1146.0
« Last Edit: August 12, 2012, 02:33:18 am by ddenn »
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angrypig

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Re: Cessna skins
« Reply #25 on: August 11, 2012, 12:52:08 pm »

thanks a lot for those skins :)

btw DDS files don't have mipmaps... this can hurt performance and quality little bit...
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ddenn

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Re: Cessna skins
« Reply #26 on: August 11, 2012, 12:57:27 pm »

Well, I can resave them with mipmaps. In flightsim world mipmaps for player aircrafts usually useless, since the aircraft is always near player and camera. Mipmaps are used for scenery objects and AI aircrafts.
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Chaoz

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Re: Cessna skins
« Reply #27 on: August 11, 2012, 12:58:48 pm »

well if you think of a multiplayer, it could become noticeable
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ddenn

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Re: Cessna skins
« Reply #28 on: August 11, 2012, 01:05:15 pm »

In multiplayer flightsims use simple models for other players, same as for AI with mipmaps. Players planes a very complex and heavy to use in multiplayer. But for OT I think you are right.

BTW, can we have possibility use not only DDS format, but PNG also for textures? DDS are very user-unfriendly. It could be done like in x-plane, if there is DDS file, xplane uses it, if theres only PNG with specified name it uses PNG.
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Chaoz

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Re: Cessna skins
« Reply #29 on: August 11, 2012, 01:08:57 pm »

Put your ideas into the bugtracker that way you make it easier for devs to manage all our Ideas and your Enhancement might be implemented.
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