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Damaged Aircraft

DXTbitmat!

I just made this in 2 minutes, I just want show u how much easy is to do it. Very easy!
I was flying operation Marita by Rami so i´ve used any plane (no default cfs2 stock model) like this BSK Fulmar.

I´ve opened the fuselage sheet in the texture folder with Dxt bitmat program, I put the cursor on the alpha window and do double click. After that i can paint the alpha chanel, and i doit painting with BLACK all the area that I want to make INVISIBLE .

Then save the TRANS file (the new alpha chanel) in the desktop for example.
Come back to dxt program and (with the same fuselage sheet opened) make click in the alpha TOOLBAR and click in import the alpha chanel, where the program ask if u are sure to do that , and u say YES ! then open the root window and do double click on the TRANS file saved in your desktop.
The last step! open FILE in the TOOLBAR dxt prog. and click SAVE , when the program ask "overwright" say YES.

The parts already existS ! but u cant see them , like it doesnt exist.

Cheers
Mario
 
Bob,
Let me know which way you want to go. I'm just conserned with adding to many aircraft. Hence the bgls. But the easier way, and one that more people can help, would be to make the aircraft look damaged.

I'm almost finished with my WWI bombs so I can help or do what ever needs to be done.

Misson,
What aircraft is that?
Don't forget the pilot too.
 
I thought about it and BGLs would be the best but it is harder and takes longer. The fastest way is to paint the current texture files.
 
Bob,
Let me know which way you want to go. I'm just conserned with adding to many aircraft. Hence the bgls. But the easier way, and one that more people can help, would be to make the aircraft look damaged.

I'm almost finished with my WWI bombs so I can help or do what ever needs to be done.

Misson,
What aircraft is that?
Don't forget the pilot too.
Is a BSK FULMAR! using alpha chanels u could make parts invisible.:very_drunk:
 
Is a BSK FULMAR! using alpha chanels u could make parts invisible.:very_drunk:

Misson,
Yeah I saw that. Good thing its not mine. you could leave the pilot in for that just crashed look.

I wonder if the crew can be alpha channel by adding the pilot alpha channeled out. I'm not sure where the textures are mapped too on the B24.

Bob,
If you move the contact points you might get the desired effect. you will need to remove the scrap points or at the very least move them up. then you can try to add them as scenery. I have not tried this my self. its only a guess.
 
Hey Bob,
After playing with the damaged B-24, I think that will work.
The center of gravity was lowered and the pitch changed. The damage textures need work. LOTS of work. More then just alpha channel work. I do wish we could bend the props, oh well... you can alpha them out in the textures.

I can do the cfg work. I'm thinking of naming everything the stock name and just add "_dam" to the end. I would rename the model and all other files to match. Other things like the DP and such just need to be trimmed to bare bones. I think we should use the dummy files for the sound and panel.

It will add to the aircraft count but will be alot easier then the BGLs. maybe later we can get afew modelers together to make them. it realy is alot of work.

thats my thoughts and ideas.
 
here is a start. the pilots and props for both us and japan. alpha channeled out.

View attachment Static AC.zip

copy them to the aircrafts texture folder. the will remove the pilots and the prop the prop might have to be done more in each aircraft textur i'm not sure.
 
Blood_23,thanks ,lets stay with what is the fastest. There are not that many planes that need to be damaged the problem is the work being done like replacing blown and shot up engines, wings, tires and so on.

Here are some pictures I just took of damaged AI AC I had planed to use in my old Cactus missions. I wasn`t sure I had saved them ,and it took me all night and part of the day but I did save them.
 

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Blood_23,thanks ,lets stay with what is the fastest. There are not that many planes that need to be damaged the problem is the work being done like replacing blown and shot up engines, wings, tires and so on.

Here are some pictures I just took of damaged AI AC I had planed to use in my old Cactus missions. I wasn`t sure I had saved them ,and it took me all night and part of the day but I did save them.
Thanks for that missions bobhegf! i´m waiting them!
 
Not yet, I have been playing around with some textures but not satisfied with them yet.

The stock damage textures won't work. They leave bits of the wings in mid air. I've made a copy of the textures and alpha channel for the C47, P39, and the B24. I'm thinking of doing a template. Saddly I can't share it unless you have PSP x3 or newer. It doesn't go backwards. I can save every layer so that you or someone else could make thier own.

Does anyone have templates for the stock aircraft?

The prop texture and pilots work to remove both from the stock ACs. If you want the props then don't add the texture. It will use the default one. Like wise if you want to use one of Kelti's just add it. Though you probably knew all of that.

I have found that you don't want to move the contact points for the wheels. It doesn't help with the angles. I was hoping to raise one wheel to make them lean one way or the other. I haven't got it worked out just yet.

I'll share what I have. Hope to save us a few steps. Its still easier then making a new model.
 
Fellows, I thought I would just try something and that is to take the damaged part of an F4F and change from a d to t and see what would happen. This is the results.
 

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This is one I tried to see what I could do. Tell me what you think.
 

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Capt. Kurt may have something

In his awesome campaigns kapt. Kurt has some fantastic live sceneries with planes flying over the airfield, cars moving around - PLUS a fair number of airplane wrecks scattered all over the airfield. These he must have done first before putting them into the scenery. Why not ask for them? It may be that they are not made as objects and thus not useful, but then who knows how they were made? Anyway the campaign was fantastic.
Finn:applause:
 
I took the t bitmap in the texture folder, ran it through the DXTbmp program and then my paint program. Took about 30min. I had to play with them some inorder to get them like that.
 
I took the t bitmap in the texture folder, ran it through the DXTbmp program and then my paint program. Took about 30min. I had to play with them some inorder to get them like that.

Bob,
Can you make a template? Those would be great for other textures. Just save the holes in B&W as a paintshop pro image and put it on a transparent background. Then we could add them as layered textures. That gives me an idea for the torn metal.

Finn,
I'll look at Kurts missions.
 
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