Hi Guys,
Hi Axenti,
below is the check list I sent you a few months back in case you lost it, when I made the P-51 standalone for your first re-paint.
Its the complete set of steps for maikng a standalone and a few other bits at the end. its a spitfire example but just treat it as if your doing it to your Tempest model, and you should be right.
This is one of the basic tasks for modding CFS3 you will do yourself an enormous favour by learning how to do it yourself.
regards Rob.
Quick standalone checklist
1.) copy the aircraft folder you wish to make the standalone out of and give the folder a new name.
2.) rename the model file to suit your new plane. ie spit-IX.m3d to say Spit-JAK.m3d also change the cockpit.m3d file to suit spit-IX_cockpit0.m3d to Spit-JAK_cockpit0.m3d
3.) rename the xdp file from spit-IX.xml to Spit-JAK.xml
4.) open the newly named Spit-JAK.xml file and change the model name from spit-IX.m3d to Spit-JAK.m3d see example in red.
<?xml version="1.0" encoding="UTF-8"?>
<UnitData>
<General Allegience="0" LongName="John Kent Spitfire" ShortName="Spit-JAK" ModelName="Spit-JAK.m3d"
5.) rename the spit-IX.air file to Spit-JAK.air
6.) open the aircraftcfg file and change the 3 entries at the top to reflect your new aircraft. see below for example
[fltsim.0]
title =John Kent Spitfire
sim = Spit-JAK
model = Spit-JAK
7.) chaange the main texture names for use in the m3d file. your new skin you wish to use needs to have a name that has the same amount of charecters that the original skin has. ie if the skin is called spit-IX_t.dds your new skin needs a name like spitJAK_t.dds this new name has exactly the same amount of charecters as the original. (important for how the m3d file will interact with it.) do this for the _s.dds file as well. Note: most planes use shared files for the VC etc. if your new spit has the same VC images then you can leave the VC texture sheets as they are. however if you want your new spit to have a repainted VC texture maybe add a girly picture to the dash etc, then rename the VC texture sheets then repaint the texture in question to add your picture to the image.
8.) editing the m3d files.
using a hex editor (I use hex32) open the Spit-JAK.m3d file, then use the search function to locate text string .dds this will show you the first line of text that has .dds in it. from her you need to read through the couple of lines and identify the original name spit-IX_t.dds and simply overtype the name to Spit-JAK_t.dds do the same for the _s.dds file as well.
now open the cockpit.m3d file Spit-JAK_cockpit0.m3d and do the same search, this time your going to change the main texture name as we did for the main m3d file. but in addition if did decide to rename the VC texture sheet then you need to identify the VC texture sheet and change the entry to what ever you changed the name to.
Additional notes.
AI aircraft if you open the airfile using AirEd you will see one of the first lines of text is aircraft type=2 (2 =AI)
if you change that entry to type=0 (0=player craft) the ai plane will then be visible in the player list in game.
and vise versa should you wish to make a standalone but only have it as an ai craft for missions. example I like BoB but I really only fly for Britian so I made a heap of standalone me109s for missions but made them ai only so I didnt end up with 10 pages of me109s to sift through before I got to me110 in the player list. I then edited the mission files were the enemy plane types were detailed. instead of 7 lines of text all pointing to one particular me109 model I edited every line to point to a different me109 model based on my standalones.
This means in the mission when I meet jg27 I see 7 individual jg27 109 fighters, like meeting the real Abberville boys (for those who know BoB history)
sorry I digress, I hope this helps you with your standalone works.