Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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Oct 23 2013 Anchor | |
I know this has been asked several thousand times and I'm pretty sure there were a couple of threads regarding this request already (ACAH-like custom paintjob), but is it actually possible to alter plane skin's hue-saturation-lightness-chrome/glosiness values in-game? (missile trails too, perhaps) |
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Oct 23 2013 Anchor | ||
Not that I know of, no. Times has the answer and I know it, but I'm pretty sure the only way to make new paintschemes is to Photoshop/GIMP. |
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Oct 23 2013 Anchor | ||
Either search is broken or the post disappeared. I know someone brought up Trackmania's editor and the possibility of using something similar in an in-game skin editor. |
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Oct 23 2013 Anchor | ||
For the assault horizon system I know there is a way to replace colors with other colors (they do it in the civ games-anything magenta gets replaced with a civ-specific color.) Trackmania's editor actually sucks most of the time-you really need photoshop or GIMP to make a paint job that stands out. |
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Oct 23 2013 Anchor | ||
and this right here is why you don't make TM Painter Editors, TM glitches the paint up and either way it's not quite as versatile as Photoshoooooop |
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Oct 24 2013 Anchor | |
No need to be as complicated and derpy as TM's paint editor, I'm only looking for something capable of doing this -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Oct 24 2013 Anchor | ||
A color picker would be nice. Would also be cool if the skins had interchangeable roundels (like the insignias in world of tanks) but I don't know if you could make it look good. BTW what game is that? |
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Oct 24 2013 Anchor | |
X3: Terran Conflict (or its standalone DLC, X3: Albion Prelude). I'd love a custom roundel feature as well but it's either a hit-or-miss thing. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Oct 24 2013 Anchor | ||
way i would do roundels (and squadron emblems) would be to have the roundels and markings be a second skin that goes over the first one (high LOD models only to save resources.) It would the markings would be painted over the template (with overlay filter) and then the unpainted part of the template would be replaced with full alpha. Not sure how much resources 2 overlapping textures would use but hopefully only drawing the roundel layer on nearby planes would help. Depending on the number of planned permutations this would save you a lot of individual skins. Edited by: bornloser |
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Oct 25 2013 Anchor | ||
oh so Joint Assault's system then |
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Oct 25 2013 Anchor | |
Let's say it's JA and AH (for the 'paintshop' part I'm talking about) system combined. Also I remember some hyperrealism flight sims (Strike Fighters series, LOMAC & its ilk) allows changing plane's flight/tail number ingame, but that might require separate number decals for every plane. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Oct 27 2013 Anchor | ||
those numbers usually don't look very good because they just get painted over the texture. Best way would be to make the template the top layer (can you do multiply filters in real time?) followed by the markings and numbers with the actual pain job on the bottom, but I get the feeling this would be a huge resource hog. Edited by: bornloser |
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Oct 27 2013 Anchor | ||
Didn't Falcon 4.0 use an overlay system like that too? I remember being able to select squadron decals and it didn't look bad. |
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Oct 27 2013 Anchor | ||
huh. maybe. I was only going on what IL-2 Sturmovik does (which looked fine because all the graphics are dated) Edited by: bornloser |
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Oct 29 2013 Anchor | ||
Technically I don’t see with it would work, but I only fear it gives a negative impact in lower specs PCs. I see two options, dynamic blending were all layers are separated and can change color at any time but may lower the framerate. |
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Oct 29 2013 Anchor | |
I see, but how about make it only for HIGH/VERY HIGH graphics option? i.e in X3:Terran Conflict, such feature is enabled only if the graphics setting is set to HIGH. Therefore the custom color cannot be seen in lower detail level (even if you changed the color value in-game). -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Oct 29 2013 Anchor | ||
what if you wrote the skins to a cache and gave them a naming convention based on the component textures to prevent duplicates? Then the next time around the game could check the cache for the requested permutation and load it instead of making it all over again. You wouldn't need that many of these textures loaded at one time, just enough for the player and ace squadrons-no one will be looking at the fodder planes close up. |
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Dec 10 2013 Anchor | |
Also, I'd request a feature to change the canopy's tint & transparancy. i.e, some planes (AFAIK, Raptor and Rafale) have yellow/gold-ish canopy. For those with enclosed cockpit (read: COFFIN-like), the tint should change the camera's 'lights' (or whatever glowing parts around the cockpit) instead. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Dec 11 2013 Anchor | ||
Stylized mirrored cockpits that look something like what this guy pulled off would be pretty amazing: Youtube.com -- Swing-Wing Crazy |
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Sep 19 2014 Anchor | |
I'd like to hear whether there's any "better" alternative for these method after all. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Sep 19 2014 Anchor | ||
and also be useful for the rapturrr |
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Sep 20 2014 Anchor | ||
Some planes like the BAE Hawk have markings on the canopy so the ability to texture glass (using alpha for transparency) would be nice too. |
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Sep 20 2014 Anchor | ||
No idea how he does this (actually I used to know, it involves telling CryEngine to have surfaces reflect certain amounts of light in some files stashed away in CitizenClient), but, it's pretty neat all the same. -- Swing-Wing Crazy |
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Sep 20 2014 Anchor | ||
Don't forget, Nosferatuuuu |
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