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Author Topic: High Resolution / True Color Textures Mod v1.0  (Read 146494 times)

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SAS~Gerax

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Re: High Resolution / True Color Textures Mod
« Reply #60 on: March 23, 2013, 12:45:00 AM »

Some HD skins work perfectly, but others skins have the textures all misplaced on the 3d model- including the sample Spitfire skins. (This also happens to some normal-rez skins) I tried to google it and have been looking around but to no avail. Anyone know the reason

You can't use a for example Spitfire MkVIII skin in every Spitfire Skin folder so
in your case you have skins in folders where this skins simply doesn't fit.  ;)

Quote
and remedy for this.
compare new skins with the void skins before copying them into the folder.
Or have a look in the arming screen then you see if its OK ..
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zionid

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Re: High Resolution / True Color Textures Mod
« Reply #61 on: March 23, 2013, 05:10:30 AM »

Yup- but this is supposedly the correct folder and aircraft. I get no mk V do display the HD sample skin... Hmm..
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SAS~Gerax

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Re: High Resolution / True Color Textures Mod
« Reply #62 on: March 23, 2013, 06:36:22 AM »

Yup- but this is supposedly the correct folder and aircraft.

No it isn't. The sample skins are for Spit MkVc and MkVIII and not for MkV.
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Herra Tohtori

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Re: High Resolution / True Color Textures Mod
« Reply #63 on: March 23, 2013, 08:03:25 AM »

I think Spit Mk.VIII and the Spit Mk.IX (late models with the enlarged tail fin) use the same model (same UV mapping), at least for the most part, so I doubt there would be any egregious mapping errors. So using a Spit Mk.VIII template as a basis for Spit Mk.IX skins could probably work well enough.
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SAS~Gerax

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Re: High Resolution / True Color Textures Mod
« Reply #64 on: March 23, 2013, 08:12:59 AM »

No, they also will not work.
compare a Spit MkVIII and a Spit MkIXc void skin.
They are completely differnt.
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Herra Tohtori

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Re: High Resolution / True Color Textures Mod
« Reply #65 on: March 23, 2013, 09:58:49 AM »

Huh, that's strange. I would have expected Mk.V to be the odd one out because of the different 3D model, but apparently it's the Mk.VIII that has different UV map layout than the other spits.

It looks like Spit Mk.V and Mk.IX have much closer correspondence to element positioning in the texture.
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Avala

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Re: High Resolution / True Color Textures Mod
« Reply #66 on: March 26, 2013, 04:38:07 PM »

Anyone knows what texture format (32 bit, index . . .) works for 2048px textures? It doesn't works for me so far.
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agracier

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Re: High Resolution / True Color Textures Mod
« Reply #67 on: March 26, 2013, 05:00:52 PM »

Anyone knows what texture format (32 bit, index . . .) works for 2048px textures? It doesn't works for me so far.

I've made and been able to use both formats for 2048 textures ... though I will admit to preferring 32 bit, even though they are larger ...
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Herra Tohtori

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Re: High Resolution / True Color Textures Mod
« Reply #68 on: March 26, 2013, 05:24:56 PM »

If it's a skin that goes to PaintSchemes/Skins/Plane/ directory, you should not be using 32bit. You should use 24bit. Otherwise you end up with 33% unnecessarily large file size on the skins.

32-bit should only be used for default skins, which require an alpha channel.
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agracier

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Re: High Resolution / True Color Textures Mod
« Reply #69 on: March 26, 2013, 05:32:06 PM »

I was of course talking about map textures ... otherwise I think the question would have been about skins ... with skins you are of course right - there is only one format that works.

But with map textures, textures representing landscapes, I've used both formats for 2048 textures ....
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Avala

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Re: High Resolution / True Color Textures Mod
« Reply #70 on: March 26, 2013, 05:43:53 PM »

Thank you. But seems that it doesn't works for the ground textures (at least for me). I will try another dll's, using "light" version now.
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Herra Tohtori

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Re: High Resolution / True Color Textures Mod
« Reply #71 on: March 26, 2013, 05:49:31 PM »

I was of course talking about map textures ... otherwise I think the question would have been about skins ... with skins you are of course right - there is only one format that works.

But with map textures, textures representing landscapes, I've used both formats for 2048 textures ....

Right. I don't know nearly enough of the terrain texture system to comment on that. Does IL-2 absolutely require alpha channel to be able to use a terrain texture?
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