Aces High Bulletin Board

General Forums => Aces High General Discussion => Topic started by: GtoRA2 on March 25, 2004, 08:50:50 PM

Title: Sorry if this is a repost, but how do you make skins?
Post by: GtoRA2 on March 25, 2004, 08:50:50 PM
Like in what program? Are there templates?  Is there a post I can not find on this? I did do a search.


Is their a skins FAQ I am missing?
Title: Sorry if this is a repost, but how do you make skins?
Post by: Octavius on March 25, 2004, 09:05:30 PM
Recently released help file explains skinning.  

Quote
Custom Skins in Aces High II

Custom skins can be made for the aircraft, vehicles and boats in Aces High II and submitted to HTC for approval for use in any of the arenas.  Custom skins are selected from the hangar.
 
Making Custom Skins

Go into the hangar and select the plane you wish to make a skin for.  We'll use the P-51D in this example.
 

Right click the P-51D in the plane selection list and select Save Skin.  This will export the default skin bitmaps for the P-51D to the folder ../HTC/Aces High II/skins/p51d.  The name of the export directory will always be the base name of the plane, vehicle, or boat.
 

Create a new folder in the skins directory with the same name as the export folder but with a number appended to the end.  In the example of the P-51D, this directory would be named "p51d1".  For each additional skin you make for a specific plane, the number in the name of the directory should be incremented by one so that the directories for each additional P-51D skin would be named p51d2, p51d3, p51d4, etc, all the way up to p51d15 which is the maximum limit.  This will be called your working directory in this discussion.
 

In the export directory, view the .bmp's and decide which ones you wish to modify.  Copy the files that you will be modifying from the export directory to the working directory you created in step 3.  IMPORTANT:  Copy ONLY those files that you will be changing.
 
Note:  There are 3 types of files in the export directory:
***.bmp - The color part of a texture.  This is what you will be modifying.
***_a.bmp - The alpha channel of a texture.
***.txt - 256 color textures can have a transparent index, this contains that index.

 
If the name of the .bmp that you wish to modify has an alpha or transparency file associated with it, you will need to copy that file to your new skins directory as well.  Example:  If you wish to modify a file called p51dside.bmp and there is also a file called p51dside_a.bmp or p51dside.txt, then you will need to copy those files in addition to p51dside.bmp to your working directory.
 

Modify the bitmap files in your working directory using a graphics editor.  Note:  Do not change the color format, all files should be 256 color bitmaps.
 

Describe your skin.  Create a .txt file in your working directory with the base name of the plane.  Example:  p51d.txt.  This is a one line text file that contains the description of your skin and is displayed on the clipboard in the hangar.  Open the text file and enter your skin description on the first line.  Example:  357th Fighter Squadron, 1944.  Keep the length of your description short enough so that it will fit within the skin field on the clipboard, 30 characters or less.
 

To see your skin in the game, go to the hangar and select the plane you modified.  Use the skin dropbox on the clipboard to select your skin.  Now fly with your new skin.
Submitting Custom Skins to HTC

Basic guidelines:
We will only accept skins that were historically used.
We will not accept skins that alter the shape of the object.
We will not accept skins containing the swastika.
Create an info.txt file in your working directory and include your name, email address and contact phone number.  Optionally, include where you did your research or any URL's which point to the history of the skin.
 

ZIP your working directory into one file.
 

Send your ZIP file to support@hitechcreations.com.