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View Full Version : EXPLANATION how to change default A/C skins in career mode



Curly_109
03-17-2004, 03:42 PM
THX to Bruno Weiss http://ubbxforums.ubi.com/images/smiley/11.gif here's how to change default A/C skins when playing career mode (it's stupid when playing FINN campaign to fly BW239 summer camo in the middle of december http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif), so:

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You can edit the campaign .DB files to include AC skins. There's an example somewhere but I forget where? (Anyone?). Basically, let's say you want a career as a German FB pilot with AI skinned AC.

Okay, the first campaign file used by the JABO is LVOV41.DB. Rename it to a .txt extension, open it and you'll see each AC that will be included in that campaign listed in the DB file. They will have varying numbers, such as 48 Bf109e4b, which just means how many of that type of plane might appear in that campaign. Skip a space, then type in the exact file name of the skin you wanted the AI to use, like:

48 Bf109e4b myskin.bmp

You can also assign winter skins by skipping another space like this:

48 Bf109e4b myskin.bmp mywinterskin.bmp

Now, if you've already started the campaign, then the AI has already entered the data from that DB file into the current mission file, extension .mis. If so, your changes will not take place until it generates another mission. This is due to dynamic mission generation which calls on the DB file for data prior to the mission generation. Anyway, if you want to change the current mission, then you also have to open up the .mis file in the same way as the DB file, and enter the same data there.

You also have to make sure, the skin you want to use is in the correct AC directory under skins in the program (IL2FB), directories. I assume you know that already.

Experiment. Open the LVOV41.DB file like above. Take one AC you have in mind. Enter it like above. Then start a campaign with a test pilot. The trick is to make sure you have the correct DB file, since some get a little tricky as to which DB file is in use. I.e., try and find Smolinsk. It is referred to by another name but I forget exactly how. Hope this helps.

Oh, forgot. Be sure to rename all the files back to .DB or .MIS from editing them.

Bruno Weiss


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I'm at work at the moment, so I can't look up the directory. However, your route looks good, it is just that the DB files are under the DGEN directory and not associated with the particular campaign you've chosen. Their the database setup for the campaign you will or have chosen. (Lordy I hope that makes more sense than it sounds like to me).

Remember too, editing the .mis file is only good for the current mission that has been generated. The .DB files, are under the Dgen directory. (I'll look at home and get the right directory). The .DB files, are only in one directory, so if you use a program manager search, and search for *.DB, you'll then see them all come up. It is the .DB file you want to edit, because it directs which skins (in this case), will be used for that entire campaign "segment". Remember too, when the next segment loads, I.e., you finish LVOV41, and move onto Smolinsk, you must edit "that" .DB file also.

And yes, once you place a skin name appropriately after the plane type in the .DB file, then all planes of that type will wear that skin. Except, your plane. Which, you must then go into the customization section of the mission loadup, and pick that skin for your plane also. If you want it to match the skin you placed in the .DB file.

Basically, the high level overview is this. DB files direct the dynamic mission generator as to what data to load for that campaign segment, i.e., plane types, numbers, targets, cities, front line movements, skins, etc. MIS files, are then generated from the data gathered in the DB file by the dynamic mission generator. So, the data in the DB file preceeds the output in the MIS file. Hope I explained that well enough. One other tip. Use the blanks for skins, the skins with markings if you use those, will cause you to either have all planes with those markings and you'll have to turn off the markings option in the customization panel, or the AI will overlay its markings onto the skin, causing some garble in the graphics. Also, another tip. Remember that each plane the AI has to custom skin, is another small resource drain on your video card. Better to use 512x512 skins if you can for your AI planes.

(NOTE TO SKINNERS - This is why skinners (bless your hearts for all the fine work), should still be producing 512x512 skins, on account of the 1024 size skins take up more resource. Their better for "your" favorite plane, where as 512 size skins are better for AI planes which you only get a brief up close look at from time to time and otherwise at the 1024 resolution are taking up resources for nothing. It would be better off from a system resource standpoint, if the AI skins used less resource, ergo, the consumate skinner not only puts information about the skin (which apparently a lot of skinners have forgot, but this isn't meant to be a bash the skinner thread), but also produces a 1024 size, with a blank, and a 512 size with a blank).

Loading up several dozen AI planes with 1024 size skins can/could, depending on each system varience, cause lower FPS. I use the 512 size skins for my AI AC, and 1024 for the ones I want to shine, like my squadron for example.

Anyway, search for the *.DB files, I think they are under DGEN directory. The MIS files, you've found well enough under the campaign directory.

Bruno Weiss

-----------------------------------------------

thx again mate http://ubbxforums.ubi.com/images/smiley/11.gif

Curly_109
03-17-2004, 03:42 PM
THX to Bruno Weiss http://ubbxforums.ubi.com/images/smiley/11.gif here's how to change default A/C skins when playing career mode (it's stupid when playing FINN campaign to fly BW239 summer camo in the middle of december http://ubbxforums.ubi.com/infopop/emoticons/icon_biggrin.gif), so:

-----------------------------------------------

You can edit the campaign .DB files to include AC skins. There's an example somewhere but I forget where? (Anyone?). Basically, let's say you want a career as a German FB pilot with AI skinned AC.

Okay, the first campaign file used by the JABO is LVOV41.DB. Rename it to a .txt extension, open it and you'll see each AC that will be included in that campaign listed in the DB file. They will have varying numbers, such as 48 Bf109e4b, which just means how many of that type of plane might appear in that campaign. Skip a space, then type in the exact file name of the skin you wanted the AI to use, like:

48 Bf109e4b myskin.bmp

You can also assign winter skins by skipping another space like this:

48 Bf109e4b myskin.bmp mywinterskin.bmp

Now, if you've already started the campaign, then the AI has already entered the data from that DB file into the current mission file, extension .mis. If so, your changes will not take place until it generates another mission. This is due to dynamic mission generation which calls on the DB file for data prior to the mission generation. Anyway, if you want to change the current mission, then you also have to open up the .mis file in the same way as the DB file, and enter the same data there.

You also have to make sure, the skin you want to use is in the correct AC directory under skins in the program (IL2FB), directories. I assume you know that already.

Experiment. Open the LVOV41.DB file like above. Take one AC you have in mind. Enter it like above. Then start a campaign with a test pilot. The trick is to make sure you have the correct DB file, since some get a little tricky as to which DB file is in use. I.e., try and find Smolinsk. It is referred to by another name but I forget exactly how. Hope this helps.

Oh, forgot. Be sure to rename all the files back to .DB or .MIS from editing them.

Bruno Weiss


-----------------------------------------------------------------------


I'm at work at the moment, so I can't look up the directory. However, your route looks good, it is just that the DB files are under the DGEN directory and not associated with the particular campaign you've chosen. Their the database setup for the campaign you will or have chosen. (Lordy I hope that makes more sense than it sounds like to me).

Remember too, editing the .mis file is only good for the current mission that has been generated. The .DB files, are under the Dgen directory. (I'll look at home and get the right directory). The .DB files, are only in one directory, so if you use a program manager search, and search for *.DB, you'll then see them all come up. It is the .DB file you want to edit, because it directs which skins (in this case), will be used for that entire campaign "segment". Remember too, when the next segment loads, I.e., you finish LVOV41, and move onto Smolinsk, you must edit "that" .DB file also.

And yes, once you place a skin name appropriately after the plane type in the .DB file, then all planes of that type will wear that skin. Except, your plane. Which, you must then go into the customization section of the mission loadup, and pick that skin for your plane also. If you want it to match the skin you placed in the .DB file.

Basically, the high level overview is this. DB files direct the dynamic mission generator as to what data to load for that campaign segment, i.e., plane types, numbers, targets, cities, front line movements, skins, etc. MIS files, are then generated from the data gathered in the DB file by the dynamic mission generator. So, the data in the DB file preceeds the output in the MIS file. Hope I explained that well enough. One other tip. Use the blanks for skins, the skins with markings if you use those, will cause you to either have all planes with those markings and you'll have to turn off the markings option in the customization panel, or the AI will overlay its markings onto the skin, causing some garble in the graphics. Also, another tip. Remember that each plane the AI has to custom skin, is another small resource drain on your video card. Better to use 512x512 skins if you can for your AI planes.

(NOTE TO SKINNERS - This is why skinners (bless your hearts for all the fine work), should still be producing 512x512 skins, on account of the 1024 size skins take up more resource. Their better for "your" favorite plane, where as 512 size skins are better for AI planes which you only get a brief up close look at from time to time and otherwise at the 1024 resolution are taking up resources for nothing. It would be better off from a system resource standpoint, if the AI skins used less resource, ergo, the consumate skinner not only puts information about the skin (which apparently a lot of skinners have forgot, but this isn't meant to be a bash the skinner thread), but also produces a 1024 size, with a blank, and a 512 size with a blank).

Loading up several dozen AI planes with 1024 size skins can/could, depending on each system varience, cause lower FPS. I use the 512 size skins for my AI AC, and 1024 for the ones I want to shine, like my squadron for example.

Anyway, search for the *.DB files, I think they are under DGEN directory. The MIS files, you've found well enough under the campaign directory.

Bruno Weiss

-----------------------------------------------

thx again mate http://ubbxforums.ubi.com/images/smiley/11.gif