Tempest Repaint

A

Axenti

Guest



I have bean repainting this stock tempest from CFS3
i want it to be a stand allone plain but i dont know how to do that
is here somboddy that knows and maybe want to make it a stand allone?

I have a repainted spit to, this i want it to be alsow a stand allone craft
if anyone has the knollidge to do this let me know thanks :friday:
 
See if I can explain the steps
You will need a HEX Editor to change the mos files

1.Copy the aircraft you want to a new folder outside of the game

Rename it to the new name

2. Edit the new name and cockpit file; m3d and cockpit0, Must have the same number of characters

3. Use this same name and rename the the .xdp and .air
open the .xdp file with notepad Change the long and Short name
open the .air file change the title and sim names [fltsim.0]

Now for the .dds tiles. I just name the new texture the same name as the old one. then add them to the new textures folder.
Or you can rename them a different name with the same number of characters.
Then you must then edit the .mos and model files with the Hex Editor
Find the .dds and rename then to the new .dds name
 
See if I can explain the steps
You will need a HEX Editor to change the mos files

1.Copy the aircraft you want to a new folder outside of the game

Rename it to the new name

2. Edit the new name and cockpit file; m3d and cockpit0, Must have the same number of characters

3. Use this same name and rename the the .xdp and .air
open the .xdp file with notepad Change the long and Short name
open the .air file change the title and sim names [fltsim.0]

Now for the .dds tiles. I just name the new texture the same name as the old one. then add them to the new textures folder.
Or you can rename them a different name with the same number of characters.
Then you must then edit the .mos and model files with the Hex Editor
Find the .dds and rename then to the new .dds name

euh ???
nice nice its clear you know

1.Copy the aircraft you want to a new folder outside of the game

Rename it to the new name

You mean that i need to rename the aircraft main folder yes?

2. Edit the new name and cockpit file; m3d and cockpit0, Must have the same number of characters

i need to name these files like the name of the aircraft yes? and has to be the same number of characters or the lengt of letters of the file name?

3. Use this same name and rename the the .xdp and .air
open the .xdp file with notepad Change the long and Short name
open the .air file change the title and sim names [fltsim.0]

change the long and short name i dont get that right i think?

Now for the .dds tiles. I just name the new texture the same name as the old one. then add them to the new textures folder.
Or you can rename them a different name with the same number of characters.
Then you must then edit the .mos and model files with the Hex Editor
Find the .dds and rename then to the new .dds name

i think i need to see someone do this first before i getting to it
i dont onderstand all wat your saying
 
Or get any recent skin of ndicki's - he includes a file telling you exactly how it's done. :d
 
1.Copy the aircraft you want to a new folder outside of the game

Rename it to the new name

You mean that i need to rename the aircraft main folder yes?

Yes, copy and paste to desktop ie; 3us_p_51d_30 change tp 3gg_p_51d_30


2. Edit (with Notpad)the new name and cockpit file; m3d and cockpit0, Must have the same number of characters

i need to name these files like the name of the aircraft yes? and has to be the same number of characters or the lengt of letters of the file name?
Yes same name as in 1.

3. Use this same name and rename the the .xdp and .air
open the .xdp file with notepad. Change the long and Short name
open the .air file change the title and sim names [fltsim.0]

change the long and short name i dont get that right i think?

Open with notpad , they are the first entries in the file, just use your new names


Now for the .dds tiles. I just name the new texture the same name as the old one. then add them to the new textures folder.
Or you can rename them a different name with the same number of characters.
Then you must then edit the .mos and model files with the Hex Editor
Find the .dds and rename then to the new .dds name
 
1.Copy the aircraft you want to a new folder outside of the game

Rename it to the new name

You mean that i need to rename the aircraft main folder yes?

Yes, copy and paste to desktop ie; 3us_p_51d_30 change tp 3gg_p_51d_30


2. Edit (with Notpad)the new name and cockpit file; m3d and cockpit0, Must have the same number of characters

i need to name these files like the name of the aircraft yes? and has to be the same number of characters or the lengt of letters of the file name?
Yes same name as in 1.

3. Use this same name and rename the the .xdp and .air
open the .xdp file with notepad. Change the long and Short name
open the .air file change the title and sim names [fltsim.0]

change the long and short name i dont get that right i think?

Open with notpad , they are the first entries in the file, just use your new names


Now for the .dds tiles. I just name the new texture the same name as the old one. then add them to the new textures folder.
Or you can rename them a different name with the same number of characters.
Then you must then edit the .mos and model files with the Hex Editor
Find the .dds and rename then to the new .dds name

and where do i find that program where you talking about?
 
PM me and I will do it, I will email you back then send me the following

Will need the .dds and what you want to call it.
 
PM me and I will do it, I will email you back then send me the following

Will need the .dds and what you want to call it.

sending you a pm with my email, the dds template is already named like i wanted :applause:
 
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.
 
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.

Ok ok im doing it al step by step like you said, and i said it before i want it to do it by my self. Im already repainting like you adviced me before and thats not a probem and all the things you say te change te names of the folders and alsow in the xml and cfg file, i have all don that but im getting stuck on the hex part, i downloaded the program on advice from Steven190 if i open the file djees its not even shinees that im reading it is hieroglifica you know and hex32 i getting bad links to that on google so im stuck frozen and blokt on that part :frown: im not getting to the finnische line on this one i think :help:
 
Hi Axenti,

pm me your email again and I'll send you a copy of hex32, its only a small program. then I'll talk you through how to use it.

If your still having problems, after that email me your tempest model that you tried to make a standalone of, and I'll check through your files and try to find where your going wrong then let you know how to fix it.

once you get this right you'll be unstoppable, we'll have standalones coming thick and fast with your paint jobs.

regards Rob.
 
I made Kevin the two stand alones that he wanted.

What I did was to take the 1% modelss, add the .dds after renaming ot to he specific aircraft, then change the long and short names, aircraft folder, and air, xpd, and m3d.

This way you do not need to hex the files.
 
I made Kevin the two stand alones that he wanted.

What I did was to take the 1% modelss, add the .dds after renaming ot to he specific aircraft, then change the long and short names, aircraft folder, and air, xpd, and m3d.

This way you do not need to hex the files.

thanks ;-) i already have them i will figure it out next time on my own
the hex files are not easy but im gonna pm capt winters again he put me on track with the repainting to, i wanne learn this alsow on my own some how
 
I made Kevin the two stand alones that he wanted.

What I did was to take the 1% modelss, add the .dds after renaming ot to he specific aircraft, then change the long and short names, aircraft folder, and air, xpd, and m3d.

This way you do not need to hex the files.

Hi Steve,

I'm curious how do you get the M3D file to call on your new texture name? I may have missunderstood what you have done, but heres my take on it.

If you used say the AvH spitfire and you made the changes you mentioned above, yes it will give you a standalone of the plane, BUT if you place the original AvH spitfire you used to make your standalone from in your install as well as your new standalone they will both looking for textures with the same name.
As you did not hex edit the texture name within your new standalone to call on a differant texture name. (I usually change 1 or 2 charatcters, you must leave the name lenght the same as original)

with both aircraft now calling for the same texture name, but these two textures having differant pictures on them you will get random skins appearing on both the new standalone and the original AvH spitfire. ie you may see your new skin and then the next time you load the plane you may see the AvH skin in place of your new texture.

This is becuase CFS3 looks beyond folder boundaries to referrance textures. this is why we can build shared texture folders for planes rather than having to load 10 copies of a Cockpit texture for arguments sake.

unlike CFS2 where you could have 100 skins with the same name as long as they were in differant folders. CFS3 can only have one example of a texture name with in the folder structure or you get random changes occuring.

regards Rob.
 
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