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Author
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Topic: Catering to the Baron, or more than one Dr1 skin/file at a time...
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Wing 3 Chaps Cadet
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posted 09-10- 12:11 PM
Right, so I want to write some WW1 scenarios, and wanting to be realistic with the Fokker Triplane, I use it's green paint scheme(I'm using Blast's excellent schemes, thanks, Blast! ).However, I want to recreate that chill, that panic at the sight of ONE all-red Triplane. Is it possible, and how is it possible, to have TWO Fokker Dr1s installed in the game, so that I can write normal scenarios but occasionally trot out the Red Baron's plane? I realize that this plane would have to be in it's own squadron, hence there can't be one squadron of green Dr1s with one red Dr1 in it's midst, But perhaps I could assigne the red Dr1 to it's own squadron, by itself, and assign it to escort the squadron of green Dr1s (regardless of whatever they'd be doing). Ideas? [This message has been edited by Wing 3 Chaps (edited 09-10-2001).] IP: Logged |
Wing Chaps Pilot
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posted 09-12- 02:09 PM
The only Dr1 I could find was the package at www.openplane.com. It said that installed, it would have 2 Dr1as, and that both would be selectable from the mission editor.Of course, they are in the form of 2 .par files. Questions would be: 1) How has the Dr1 been modified since that original (those originals?); and 2) Can the two Dr1s be re-skinned with Blast's skins vice the two it came with... Again, if I were going to set up a situation where the Red Baron were out flying with a squadron, I'd make a squadron of 'normal' (or green-skinned) triplanes (about 3 of them), and write the mission to have them doing whatever (CAP, Sweep, whatever), then have a squadron of 1 Dr1 (red skinned), and set it up to 'escort' the other triplanes. The red triplane's skill levels would be maxed out, to justify the psych reaction caused by the red paint job. Ideas? Can the Dr1 file be altered now, to harmonize it with the other aircraft being harmonized (FMs adjusted)? V/R, Chaps
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Blast109 Pilot
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posted 09-13- 02:24 PM
I've unbigged the openplane demo and managed to get the blue DR1a along side the WW1PP2 Dr1a but the blue one was shaking and i only just managed to get her of the ground, at 70mph i got uncontrolable buffeting and she broke up in the air, I've tried renameing folders etc to no avail and thats about as far as my skills go. I just paint the kites and fly them this is a job for a builder. I agree with you about the concept of different skins on the same types it's not so important for WW2 but for WW1 the flying circus was a historical fact. It would be so cool to fly against a the Red Baron and Werner Voss at the same time. So maybe a skilled guru would consider pairing the most common types especially german ones say the DR1/DVII/Alb & Pfalz. Pretty please .Happy landings Blast IP: Logged |
Wing Chaps Pilot
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posted 09-13- 08:48 PM
Jeez, Blast, thanks for the response!This is way over my head. I suspect that if we want one squadron with multiple paint jobs aka the Flying Circus, we're going to have to wait for the Wings With Wires game. I am, ignorant as I am of this, puzzled that we can't duplicate the Dr1a with a different name (say, Dr1b or Dr1rb), at least I don't know how. It just seems to me that for a red Dr1 or a red Albatros DIII (which we don't have, but would fill the gap between the EIII and the Pfalz/DVa/Dr1 nicely) it would be worth the effort. I'm off work tomorrow. Maybe I can figure something out... V/R, Chaps IP: Logged |
Harman_5 Pilot
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posted 09-14- 05:07 AM
It is possible!!  Take a read of this and see if you can maybe achieve it? The process is quite simple, but requires some Openplane Studio knowledge. I can send you Openplane Studio if you want/don't have it. I can say though, that it's as easy as making a copy of the plane's folder (with the plane's loadout, sm and textures folder inside) and then renaming the copied folder as an appropriate name to reflect the new plane's name. Then edit the new loadout.ppf and in the "descName" field where the name of the plane is shown in the game, change it to a relevant name. Maybe "Dr1 Red". Now the next bit is a little hard, when you copied the plane from the original, you must of copied the sounds and textures too. But the copied plane doesn't "know" to use the new textures folder, it will still use the "old" plane's texture folder. You'll need to start Openplane Studio and open the newly copied plane sm file and "tell" it to use the textures in the new folder you made a copy of from the old one. Switch to the "textures" tab and you'll see the texture references in a long list. These are basically just directory paths pointing to locations within the "media" folder that tells the plane where to find specific textures. Notice how the references still point to the old plane's folder. Double click each reference in this list and a properties box will appear. In the texture reference field, change the plane folder to point to the new one you pasted and renamed, "Dr1 Red" in this example. For example, if you see a reference like this: .\aircraft\Dr1\textures\wings.tif Assuming you made the new plane's folder "Dr1 Red", change this reference to: .\aircraft\Dr1 Red\textures\wings.tif Do this (just change the "Dr1 Red" bit, not the texture tif names or anything) for all references, then reload the file. It's a good idea to rename the sm file to the new name too. Now the plane will be stand-alone using its own textures and because you edited the loadout.ppf on the copy plane, it will show up as a new plane in SDOE. That's all there is to it really. If you want to go further, you can take a screenshot of this new plane in-game, resize it to 278 x 209 save it as cutaway.bmp and place it in the "GUI/Art/Hangar/Germany/Dr1 Red/" (assuming Dr1 Red is the plane's name) folder and in the loadout ppf, change the GUi reference to this directory so you'll see it as a new plane in the Hangar. This is purely optional. So what next? You can now edit the new textures in the Dr1 Red folder all you want and place this new plane in a mission. I know you said you were over your head with this, but I hate to see somebody give up on something. And no worries if you can't get this to work still, I'm just glad to have tried to help at least. 
[This message has been edited by Harman_5 (edited 09-14-2001).] IP: Logged |
Wing Chaps Pilot
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posted 09-14- 07:00 AM
Thanks Harman_5, that was great! I just have one question, though...It looks to me like the .sm files aren't in the folder, there's not much there at all. I think that's because the Dr1a comes to us from Parsoft, not a 'freelance' builder, and is a .par file. So it looks like I'd have to rename the .par file (and would need permission perhaps to do that, although I would just give all the credit to Parsoft and to Blast for his skin), and renaming that is as easy as being sure to rename it something that wouldn't conflict now or down the road. But then, I'd need to decompile the .par file to find the place that, just like you said, would direct the plane to the current folder for textures and sound (?). I need to know what program to use to do that decompiling. Having said all that, I haven't done anything of the scale of creating my own plane (if I did, there'd be a Nieuport 28), but I can work file structures, write .bat files, etc. So, if the above about that .par file makes sense, and if I can sort out the proprieties of messing with Parsoft's Dr1a, I'd appreciate the program, or a reference to it's download site. V/R, Chaps IP: Logged |
Harman_5 Pilot
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posted 09-14- 08:17 AM
I'd think that you wouldn't have to rename the PAR file at all, just decompile it, edit it as common sm and tif files using OPS, word or notepad and paint programs, then if you wish to release it as a zip file, give Parsoft credit and state that you simply made it "another" plane for the purposes of getting different skinned planes in a mission at the same time. If the sm files and textures and such aren't there, they must be in the PAR file. There are tools (free) out there that decompile and rebuild par files that I can send you also. Once you decompile the par file, you will find the media for the plane. Grab the sm file and associated files and place them into your aircraft folder. (it's best to just copy the aircraft's folder itself). The files can then be edited freely and you won't have to edit the PAR file or rename it either. BigMunger is the program used to decompile and rebuild par files. Openplane Studio can then edit any (well almost any) sm file you come across, check your mail for both these programs. It's great that you have experience with bat files and file structures, this job should be relatively easy compared to those (I'd imagine, I'm not too flash at writing .bats and a great learning experience at that too. In a sense, you won't be required to learn any Openplane language, you'll be making copies of an existing plane and changing its internal text-based references so it uses new media (textures, sounds, etc) and has a new name. In other words, should be easy. Feel free to email me anytime with questions too.
Cheers, Harman
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Wing Chaps Pilot
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posted 09-14- 10:57 AM
Thanks, Harman!Right, then! First I printed off the notes from Harman_5’s posts and an email note from ArgonV. Then, I downloaded Parsoft’s Dr1a to check the two .par files for their filename numbers. They are Data9 and Data10.par, which does not show up in my Media folder. So, I cut and pasted Data1, 15, 2, 3, 4, 6, and 8.par, which do, to check them with BigMunger (sent by Harman_5) to see which is the Dr1a file (I didn’t use 9 or 10, for fear that they would not fly in compatibility with the current plane pack).Data1.par was a bad file to pick as the first one to check… After a little trial and error on how to use BigMunger, I was able to decompile my .par files (copies I had placed into a working folder) and I have settled on data15.par. I have made a new folder in the working folder called Data 23, with a subfolder called Aircraft, and in IT a subfolder called FokkerDr1Baron. This last was FokkerDr1a copied from the decompiled data15.par, which yielded a structure similar to what you see in the Media subdirectory of your SDOE game. Then, as it was easiest, I opened the loadout.ppf, and changed the following parts: descName "Fokker Dr.IBaron" descCountry 'strGermany descPicture "GUI/Art/Hangar/Germany/FokkerDr1Baron/cutaway.bmp" Next, I renamed the two FokkerDr1Awhatever.sm files by replacing ‘A’ with ‘Baron’. I then used Openplane studio to open FokkerDr1Baron.sm. Here I ran into trouble. I opened the texture tab, double clicked a texture reference that included …FokkerDr1A… in the title, and renamed it FokkerDr1Baron. However, hitting ‘reload’ or ‘OK’ had no effect, and at no time did Openplane Studio give me the option to save. I got a lot of error messages: “Error Opening File __________ No such file or directory” So, how do I get the OpenPlane Studio to save my changes to the texture references? I have tried to operate on a file placed in the Media/Aircraft folder of the actual game, where it will be in play, no dice. ????? V/R, Chaps IP: Logged |
Harman_5 Pilot
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posted 09-15- 04:16 AM
Check your mail, I've answered you there, but I'll post the relevant part of it here also so everyone can see and possibly help them also:This is a very small but significant bug/issue with OPS and it took me a while to figure out. After you make the texture ref changes, click your mouse in an empty area of the 3d viewing window near the plane somewhere, then switch to the models tab. Now you can reload the file. I'd reload after making texture changes rather than Save, because it will show the textures immediately (providing you set the refs correctly and the tifs exist). What's happening here is when you use the textures pane, you are turning the "focus" of the program away from the model side and to the textures side thus it won't allow you to save/reload the model. A very little bug with OPS (or maybe it's normal?), but very frustating to the user! But a word of advice, after you reload a file in OPS after making texture ref changes, you can't make anymore texture ref changes in that same session of OPS anymore, if you try and click on anymore texture refs after reloading it will crash. But you can make Openplane model and property changes and save normally. Normally what I do is make texture ref changes, reload to see how it looks, then close OPS and open a new session and start fresh with no problems. IP: Logged |
Wing Chaps Pilot
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posted 09-15- 08:52 AM
One step forward!Thanks, Harman_5, for all your help! Using you last tips, I was able to load the new textures, I loaded the trial package into my SDOE installation, and set up a scenario. First I flew as the Red Baron, and to my surprise, I was flying the same green triplane. Why, do you think? I'll do some more sleuthing... V/R, Chaps IP: Logged |
Wing Chaps Pilot
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posted 09-15- 09:02 AM
Okay, I removed the FokkerDr1A folder from the Fighter Squadron/Media/Aircraft folder and ran the mission. The results teased me, I saw red, but when I hit the 'F5' key, now all Dr1s were in the red forward, striped black aft paint scheme.I thought there is something somewhere in the FokkerDr1Baron folder that accepts the textures in the FokkerDr1A folder over it's own, but that's wrong since that folder isn't there, and the textures are the default red/black textures. So, it's somewhere in the decompiled files. Hmmm... More sleuthing... The FokkerDr1A folder is an override folder, meaning that Fighter Squadron will use it in place of a folder by the same name in the 'parent' file. So, I went back to OpenPlane Studio, and looked in the left-most of the 3 major windows, and I found a folder named FokkerDR1A! I renamed it FokkerDR1Baron, copied the new file to the game, and viola! A red triplane escorting 3 green triplanes! I now have to check the Damage files, because of an error message, but I think I've got it figured out. Why am I posting all this? In case someone can learn from it! Chaps [This message has been edited by Wing Chaps (edited 09-15-2001).] [This message has been edited by Wing Chaps (edited 09-15-2001).] IP: Logged | |