Before you ask any questions or report any bugs, read this article first. The failure to do so when you're asking a question already listed in the article, your posts will be ignored.
With version 1.6, skin makers no longer need to make the decal instances by themselves. That being said, ASS-compatible skin mods that are made pre-1.6 is still compatible. Skin makers will still need to create their own regular instance. You may follow this guide if you're not familiar with making one.
thank you for your great work! but i had a weird problem. when i was porting some skins of f-4e (f04e) to the new slot, the first and second skin (which is skin10/slot09 and skin11/slot10) worked fine in game. yet the third skin (skin12/slot11) appeared to be the default skin01. i've tried making the second skin in slot11 and it act like above, while the third skin in slot10 worked fine. all the skins worked fine before porting. i recooked all diffuse/mrec/normal map texture and edit both instance follow the article. i don't know if i did anything wrong. (sorry to bother)
So...skins recooked to s09 (Skin 10) and s10 (Skin 11) works fine, but the skin recooked to s11 (Skin 12) does not? Then, you recooked the skin previously cooked on s10 to s11, and it doesn't work, but you cooked the s12 skin to s10 and it works?
Sorry for repeating what you've just said, I just need confirmation if what I understand is correct.
yes, exactly as what you've said. i do all the edit and cook simply follow guides since i am not a modder. and i will give more test tomorrow with different slot/aircraft to see if it happens casually.
The extra planes from the essential files, all 4 of them were added and show up, but the additional skins slots aren't appearing even if I put them in same files including the essential files.
This mod adds new skin slots. If you, well, didn't install any ASS-compatible skin mods, then, yes, the ASS skin slots will use Skin 01 (Osea)'s textures.
Hey. First of all this is a great and useful mod. But I think this is an important question: Is there a way to take skins that were previously made as swaps for the original/pre-existing skins and re-add them within these new additional slots? I feel like this is one of the mod's biggest potentials. Cheers in advance.
Thanks for the answer, any vague/loose ETA on said guide? I'm a bit too scared to get into something like that myself, but of course one can't just ask other people for stuff like that willy nilly.
I'm trying to get a CFA-44 skin I'm editing to work on the additional slots. I have the _D, _MREC, and _N files ready - they work when on skin 8 (07). Since the skin does not have glowing parts, I think I can use the provided instance files. However, I tried following the instructions here, but still couldn't get it to work on skin 9 (08 / additional slot 1).
What I tried:
Download the instance files provided here
Rename the instance files (_Inst and _Decal_Inst .uexp and .uasset) accordingly (Internal -> fa44, skin -> 08)
Use UAssetGUI to edit the paths inside the .uasset files similarly (found 8 entries to edit in each file) & save them
Place them all together with the _D, _MREC, and _N files
Proceed with the usual final steps (packaging & placing them in ~mods)
However, the skin still does not load in-game (in aircraft viewer, the camera kept staring at the wall when switching skin to Skin 9)
Have I missed something? (Sorry if that was confusing to read)
Did you download the main module, Additional_Skin_Slots_P.pak ? The video I shared, it occurs when the main module, which contains all the skin pawns, isn't present, and the game just trying to load a skin pawn that do not exist.
Ahhhh so embarassing, that IS what I was missing. I placed the required AVDT and SDT from the compatibility mod, but forgot this mod itself! I feel stupid. The skin loads fine now.
Thank you, and sorry for making you waste your time on such a simple mistake!
Is it alright if you could give instructions on how you modified existing skins to work with the mod? I'm a little confused on how I'm supposed to recook the skins.
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Skin makers will still need to create their own regular instance. You may follow this guide if you're not familiar with making one.
when i was porting some skins of f-4e (f04e) to the new slot, the first and second skin (which is skin10/slot09 and skin11/slot10) worked fine in game. yet the third skin (skin12/slot11) appeared to be the default skin01.
i've tried making the second skin in slot11 and it act like above, while the third skin in slot10 worked fine.
all the skins worked fine before porting. i recooked all diffuse/mrec/normal map texture and edit both instance follow the article.
i don't know if i did anything wrong. (sorry to bother)
Sorry for repeating what you've just said, I just need confirmation if what I understand is correct.
i do all the edit and cook simply follow guides since i am not a modder.
and i will give more test tomorrow with different slot/aircraft to see if it happens casually.
The extra planes from the essential files, all 4 of them were added and show up, but the additional skins slots aren't appearing even if I put them in same files including the essential files.
Take care
Help
Cheers in advance.
Recooking.
You'll need to extract the original textures from the cooked files and recook them into the new slots.
I'd like to make a guide on how to do it, but, time not permitting.
no no that's a real question ;)
I'm looking to remove plane locations from the original game
(too much skin)
"Plane locations"???
Do you want to remove some of the skin slots? Is that what you meant with the question?
What I tried:
- Download the instance files provided here
- Rename the instance files (_Inst and _Decal_Inst .uexp and .uasset) accordingly (Internal -> fa44, skin -> 08)
- Use UAssetGUI to edit the paths inside the .uasset files similarly (found 8 entries to edit in each file) & save them
- Place them all together with the _D, _MREC, and _N files
- Proceed with the usual final steps (packaging & placing them in ~mods)
However, the skin still does not load in-game (in aircraft viewer, the camera kept staring at the wall when switching skin to Skin 9)Have I missed something? (Sorry if that was confusing to read)
Thank you, and sorry for making you waste your time on such a simple mistake!
Maybe I'll make one. On how to recook skins.