So having downloaded the new skin pack, I see that there are four files named:
Texture_E
Texture_IV
Texture_M
Texture_PW
Forgive the amateurish question, but what needs to be done with these files? Pretty sure I've missed something out regarding them.
Cheers for any help!
Other Files In New Skin Pack
- Bruce Hamilton
- Senior Master Sergeant
- Posts: 2251
- Joined: 20 Sep 2009, 13:28
Re: Other Files In New Skin Pack
Move them to your P-51 directory and paste the readme info into your aircraft.cfg file.
Re: Other Files In New Skin Pack
Ahh so it is just the same as a regular texture installation then.
Can't help but notice that these files have no relation to the actual readme that needs to be pasted into the aircraft cfg.
Only Texture.E2-S, Texture.GA-S, Texture.McSwine, Texture.N514DK & Texture.Sunny VIII are related to the readme and therefore need to be pasted to the aircraft cfg.
Can someone explain the need for the files in my first post? I'm still a bit confused.
Can't help but notice that these files have no relation to the actual readme that needs to be pasted into the aircraft cfg.
Only Texture.E2-S, Texture.GA-S, Texture.McSwine, Texture.N514DK & Texture.Sunny VIII are related to the readme and therefore need to be pasted to the aircraft cfg.
Can someone explain the need for the files in my first post? I'm still a bit confused.
Re: Other Files In New Skin Pack
The new folders contain bumpmaps that are used for ealier repaints.
So if you paint an RAF Mustang IV with the grills on the nose then make sure your texture.cfg file has the Mustang_IV texture folder as the main texture folder.
[fltsim]
fallback.1=..\texture_IV (this means any textures in the texture_IV fodler will be loaded first... in this case our bumpmap with the nose grills).
fallback.2=..\texture
fallback.3=..\..\..\..\Scenery\Global\texture
fallback.4=..\..\..\..\Texture
If you paint an early P-51D with fabric elevators and no rocket pylon holes then your texture folder should look like this.
fallback.1=..\texture_E (E for early, ie fabric elevators and no rockets.).
fallback.2=..\texture
fallback.3=..\..\..\..\Scenery\Global\texture
fallback.4=..\..\..\..\Texture
If you paint an mid P-51D with metal elevators and no rocket pylon holes then your texture folder should look like this.
fallback.1=..\texture_M (M for mid, ie metal elevators and no rockets.).
fallback.2=..\texture
fallback.3=..\..\..\..\Scenery\Global\texture
fallback.4=..\..\..\..\Texture
So if you paint an RAF Mustang IV with the grills on the nose then make sure your texture.cfg file has the Mustang_IV texture folder as the main texture folder.
[fltsim]
fallback.1=..\texture_IV (this means any textures in the texture_IV fodler will be loaded first... in this case our bumpmap with the nose grills).
fallback.2=..\texture
fallback.3=..\..\..\..\Scenery\Global\texture
fallback.4=..\..\..\..\Texture
If you paint an early P-51D with fabric elevators and no rocket pylon holes then your texture folder should look like this.
fallback.1=..\texture_E (E for early, ie fabric elevators and no rockets.).
fallback.2=..\texture
fallback.3=..\..\..\..\Scenery\Global\texture
fallback.4=..\..\..\..\Texture
If you paint an mid P-51D with metal elevators and no rocket pylon holes then your texture folder should look like this.
fallback.1=..\texture_M (M for mid, ie metal elevators and no rockets.).
fallback.2=..\texture
fallback.3=..\..\..\..\Scenery\Global\texture
fallback.4=..\..\..\..\Texture
Re: Other Files In New Skin Pack
Ahh makes sense now haha!
Many thanks for your explanation Martin. Much appreciated. Same for you as well Bruce
All the best gentleman
Many thanks for your explanation Martin. Much appreciated. Same for you as well Bruce
All the best gentleman
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