Aces High Bulletin Board

Help and Support Forums => Aces High Bug Reports => Topic started by: oboe on October 12, 2016, 11:06:07 AM

Title: Version 3 patch 5 custom skins - bug
Post by: oboe on October 12, 2016, 11:06:07 AM
This patch seems to have fixed the strange problem with the _N map, however there is a problem with the specularity map (I don't know if this problem was also present before or if its new).   If I create a custom skin folder and copy into it only the diffuse map (base skin), the normal map (_N.bmp) and the specularity map (_S.bmp), the specularity is not the same when comparing the skins.   In the screenshots below, you can tell the anti-glare painted areas are too reflective on the custom skins.  The last screenshot I used a _S.bmp file with nothing but pure black (x'000000') and the skin still shines.   It is even more noticeable on the default P-38J, since the whole aircraft is painted with flat paint.

(http://i.imgur.com/qt99AWq.jpg)

Also, it appears that the DX11 version does not support the "Save Default Skin" function inthe hangar menu.  I tried saving the C202 default skin in DX11 and it creates an empty c202 folder.  I deleted it and restarted the DX9 version, saved the default skin and the c202 folder is there with all the proper contents.

EDIT: Just confirmed that this skin specularity bug occurs in both DX9 and DX11 versions.



Title: Re: Version 3 patch 5 custom skins - bug
Post by: Greebo on October 12, 2016, 12:42:33 PM
Reposted from skins forum:-

The bug is that the basic skin bmp is being saved in the wrong format by HTC's AH II skin conversion program. It is saved as an 8-bit per channel colour image, not a 256 colour image like it should be.

To fix the issue for now skinners can load the default skin file into their graphics program, use it to convert the file to 256 colour format and then save it. This will eliminate the shiny effect and let the specularity map work.

BTW if you use Bright to reduce bmps to 256 colours you will find it will not work with the bugged file as it does not recognise HTC's colour format. To get round this load the file into your graphics program and then save it. Bright will now recognise the file and convert it to 256 colours.