New Release New Texture For The XR2 Ravenstar

The Void

Workin hard on my next project
Joined
Jun 22, 2011
Messages
77
Reaction score
0
Points
0
Location
Orlando
My first add-on for Orbiter the XR2 Ravenstar Red Rocket!!
RedRocketFinished.png


Thanks to coolhand for making the XR2 Repaint Kit and dBeachy for making the XR2 and to PennyBlack for giving me the link for the PSD plugin for Paint.Net :tiphat:

Cheers to all :cheers:

**Update**
Changed the text a bit fixed the strobing effect

Have Fun,
The Void
 

Attachments

Last edited:
A good first release Viod. Can I point out a few tips for your next release.
People love variety, but are put off by haveing to backup files. I personally diss-like doing that so aviod over-righting files as much as possible.

In the C:\Orbiter\Textures\XR2Ravenstar folder, you have a Skins directory. You can put your dds files in a custom folder like "RedRocket" in there...

eg... C:\Orbiter\Textures\XR2Ravenstar\Skins\RedRocket

...and keep them from over-writeing the original files. They won't be read via the current scenarios that come with vessel download and nobody will see them unless you create a scenario file that reads them. But at least people won't have hassel, which I aviod like the plague. So it's something to consider.

To create a scenario file to show the skin you have made, copy one of the current .scn files found in C:\Orbiter\Scenarios\XR2Ravenstar.
I always use "Ready for takeoff to ISS.scn" and copy it into the Skin Demos folder found in that directory and rename it RedRocket.

C:\Orbiter\Scenarios\XR2 Ravenstar\Skin Demos\RedRocket.scn

Now open that file with notepad and scan down to XR2-01:XR2Ravenstar vessel code and add this line... SKIN RedRocket.

TRIM 0.000
SKIN RedRocket
LIGHTS 0 0 0

Remember to save it in the original .scn file or orbiter will won't read it, but it tells the simulator to bypass the original dds files and use yours. Believe me, it's hassel for us, but easy for the user to select what skin they choose for their mood or mission by simply selecting your scenario in the Orbiter Launchpad.

I hope I haven't been dictorial. But if your getting into this, it's better to be user friendly.

:tiphat:
 
Last edited:
I like colors & fibre texture, but those "polygon" lines...

It looks like "project view" in any 3d editor. I suggest making your own lines on the body or using default ones.
 
I like colors & fibre texture, but those "polygon" lines...

It looks like "project view" in any 3d editor. I suggest making your own lines on the body or using default ones.

They are the default that came with the Repaint kit by Coolhand. I though I toned em down but forgot to apparently looking back at the layers I did but accidentally forgot to add it to the finished product and thanks for the comment but since I cant get rid of the strobing/shimmering effect as what Cooolhand called it the development thread for my work.

So I have decided to move onto step 2 of my repaints which the XR5 will be released to day and the XR2 and XR1 tomorrow and continue work on the Arrow also.
 
Last edited:
I though I toned em down but forgot to apparently looking back at the layers I did but accidentally forgot to add it to the finished product and thanks for the comment but since I cant get rid of the strobing/shimmering effect as what Cooolhand called it the development thread for my work.

Try a 1.2 to 1.5 pixel radius blur (normal or gausian) on this layer. I remember making something similar and this trick saved the texture.
 
he could try that and you're right it might help to reduce strobing for that pattern, but just as a rule you're better off keeping textures as sharp as possible and make the best possible use of every single pixel. If you blur a very small repeating pattern (the carbon effect here might only be a pixel wide per thread) the pattern itself might become lost, esp up close where an effect like that should be most effective. It would be better perhaps to reduce the contrast of the pattern... which can be achieved many ways but i'd just reduce the opacity of that layer in the hope that it would reduce the strobing from further away while maintaining a sharp look up close.

I do a lot of work on my textures with just a single pixel brush (among other methods and tricks, i'm not saying painting a texture is pixel art) and yes it does mean it takes a long time but the results are worth it.
 
Aha I see thanks for the tips Loru and again thanks Coolhand I would of never thought to blur the image and the time consuming part could be done but I wanted to test myself upon my former level as to see what I could achieve from what I remembered but I haven't remembered it all so back to square one the opacity trick didn't work I even had it to where you could almos see through the ship but it didn't help but I also didn't think of contrast either so again thanks guys :tiphat:

The Void
 
see through the ship? you mean you made the entire texture transparent? thats not what i meant.


I know that's not what you meant, I was experimenting though it wasn't entirely transparent I tried all transparencies and had the same strobing effect. I'm trying to figure it out still about to try the other solutions now.
 
Ok well perhaps some other ideas or a combination of, will at least minimise the effect... I think it would be impossible to eliminate entirely without a lot of blur.
 
Updated the texture and fixed the strobing effect and added the new zip file
 
Back
Top