FlyingsCool
SOH-CM-2019
Edit: Those are the external Yagi antennas, for Rebecca transponder. Mainly used for wartime purposes.
Did you try using the same texture with the non-antenna model?
Edit: Those are the external Yagi antennas, for Rebecca transponder. Mainly used for wartime purposes.
Did you try using the same texture with the non-antenna model?
I did and it didn't show in the preview screen, Case in point, In using one of Gordon "G" man's repaints
http://www.sim-outhouse.com/sohforums/showthread.php/118018-C-47_USN_Port_Lyautey-zip
It has Rivet and bump detail by Ted (Tufun) Wolfgang. There are two textures in that zip. One of them texture.dgint is referenced in the texture.cfg folder in the other texture.
I wanted to use the dgint texture as it has all that rivet detail in another C-47 paint but it doesn't show in the preview screen.
[fltsim.5]
title=Douglas R4D-6 USN Port Lyautey PBR
sim=Douglas_DC3_v1.5
model=dak01 <<<< this is a Rebecca equipped model/If I changed this to the model= C47V3_2 it will not preview in my sim.
panel=
sound=
texture=USN_Port_Lyautey
[fltsim.4]
title=Douglas C-47 PBR NATS
Sim = Douglas_DC3_V1.5
Model =C47V3_2 <<<< This is a non rebecca model.
sound=
texture=NATS
kb_checklists=Douglas_DC3_check
kb_reference=Douglas_DC3_ref
atc_id=50819
atc_id_color=0xffffffff
ui_manufacturer="Douglas"
ui_type="C-47"
ui_variation=NATS
ui_typerole="Twin Engine Prop"
ui_createdby=Manfred Jahn
description=NATS
kb_checklists=C47_check
kb_reference=C47_ref
ui_manufacturer="Douglas"
ui_type="C-47"
ui_variation=17151
ui_typerole="Twin Engine Prop"
atc_id=50792
atc_airline=Airforce
atc_flight_number=50792
atc_heavy=0
description="P3D 4.4+ Douglas R4D-6 USN Port Lyautey with HD PBR textures.
Looking to benefit use of the rivet texture without the yagi antennas (Rebecca)
I tried to PM Gman but who knows when/if he reads his PM's
Using older textures will not get you the detailed rivets as the paint needs to be updated by the original author using TuFun's paint kit.
Joe
Assuming you're using the same texture folder and just changing out the models, then I would say that there is a difference in texture parameters between the two models. Have you ever used ModelconvertX?
You could start two instances and compare texture options. My bet is that there is a bump map missing from the C47V3_2 model? So even though the bump map file is there, the model doesn't know it should read it.
There is a capability to write out a "template" of a texture option set from MCX, but you're probably better off going through it field by field if you're not familiar with it.
If I get a chance I could take a look at it, but I'm no expert and I can't say when I can get to it (I need to go cook dinner and look for my wallet, it's been missing for a few days... sigh)
Using older textures will not get you the detailed rivets as the paint needs to be updated by the original author using TuFun's paint kit.
Joe
I have used MCX but only to open and look at mdl's - This is how I can look at the various mdls that are offered in the C-47 to see which one(s) have that Rebecca Yagi antenna.
Not able to read/compare texture options as you mentioned.
I have used MCX but only to open and look at mdl's - This is how I can look at the various mdls that are offered in the C-47 to see which one(s) have that Rebecca Yagi antenna.
Not able to read/compare texture options as you mentioned.
But, you could try copying the the C47_1_Normal.dds files to C47_1_Bump.dds in the texture sets you want to use on the models you want to use, might work, keep the _T and _Spec files and perhaps you could be good to go... I dunno.
You might need to reduce them to 2048 x 2048, or increase the _T and _Spec files to 4096 x 4096 (using DXTBMP.exe)
Guess I could have tried it out myself (eyeroll)...
I'll blame it on being late when I wrote it, haha
I'll try it out tonight.
Ok, I went and tried this out and to be honest it's not worth it. It does work by renaming texture files.
Make a copy of the texture.KN660 folder and rename it to something like this: (texture.KN660-0), then rename these files..
C47_1_albedo to C47_1_T
C47_2_albedo to C47_1_T
C47_1_normal to C47_1_T_BUMP
C47_2_normal to C47_2_T_BUMP
Next you will need to copy the model.C47_2 folder and paste it into the the root Douglas_C-47_PBR folder.
Now open the aircraft cfg and make a new entry for the paint changing these below..
[fltsim.X] << change the X to next number in order
title=Douglas C-47 RAF Dakota KN660 << add .0 to end (KN660.0)
sim=Douglas_DC3_v1.5
model=dak01 <<change to C47_2
panel=
sound=
texture=KN660 << add .0 to end
kb_checklists=C47_check
kb_reference=C47_ref
ui_manufacturer="Douglas"
ui_type="C-47"
ui_variation=KN660
ui_typerole="Twin Engine Prop"
atc_id=KN660
atc_airline=Airforce
atc_flight_number=124
atc_heavy=0
description:
You can copy the spec file for the v3 model and put it into the new texture folder, but it will not be a complete match as it
doesn't have tufun's new rivet and panel lines added to it. You will at least get the shine that it gives in sim.
If you open the C47_2 mdl in MCX you will be able to see why it's not worth the effort. (the mdl you added to the PBR folder)
Look at the top and bottom of the rear fuselage you will see the missing detail that was added to the PBR mdl.
Joe