So what if you guys added like a spray can Icon in the paint area and you click it then you select the
The size and shape, or designed of your spray and instead of painting the whole fuesalge you paint a little bit. keep all the old painting controls but add this as a new one it would make camo and art much more simple and easy and it would make mobile friendly camo a lot easier to do
Hey Jundroo I have an idea
18.0k Rob119WithA105mmHowitzer
1.7 years ago
hey
@Robomo00119 yeeeeee
@HuskyDynamics01
proceeds making a milion part count plane with shrek plastered over it for extra lag
@XtarsAgency well that's neet
@Robomo00119 use it like this add * 3 times at the start and the end of it and so this
@CL125 could you Set it up? for me?
@XtarsAgency how do you get the font to be bold like that
A simpler thing would be to simply be able to paint the plane polygon by polygon
Everyone: exist and suggest
The devs: I DONT SEE ANYTHING HERE
Any kind of free painting like this I feel would lead to things typically seen on a site like deviantart given enough time
@FaLLin1 I wouldn't ho that far
and the ability to paint hollow fuselage independently from the outside and the inside
@HuskyDynamics01
i can't anyways as I play on IOS and it dosen't allow mods
@Dogedogebread13 Well, someone made a mod for that if you want to try it out.
https://www.simpleplanes.com/Mods/View/1379397/Textured-Fuselage-Block
Anyway, Flyout has this feature. It's quite good, but you jave to turn the texture resolution pretty high for it to look decent, and it creates quite a bit of lag
Everybody: this suggestion
The devs: how about we never add this lol
@HuskyDynamics01
couldn't they just make an icon make, like a separate area that you paint on then have a section for those and it could model it with a custom part/shape
@HuskyDynamics01 ahh oh well it was just and idea
Not a bad idea on the surface (pun intended), but the problem is that it would require a full, decent-resolution UV map to be done for every single part in the game, instead of the current basic materials system that the game uses.
Currently, a part (say, a prop engine) is essentially split into three or four sub-models, each of which can be colored independently. To the average player, these are known as the part's Primary, Trim 1, Trim 2, and (sometimes) Trim 3 colors. When painting a part, currently all the game has to do is specify which color slot gets applied to that section of the part.
For example, if you have a part painted with the first three colors as Primary, Trim 1, and Trim 2, all the game has to know, code-wise, for how to color that part is
material=1,2,3
(along with the associated color codes that occupy those slots, which are defined elsewhere in the plane file).Switching to a fully texture-able system would require the game to be able to store (and generate) not only the basic color data, but also much more complex data like size, position, and orientation, as well as the actual graphic being applied. That goes for every single part in the game, and for every piece of imagery or color applied to them.
Tl;dr not a bad idea on the surface, but technically infeasible given the way the game works (and likely for performance reasons as well).