Additional Bitmap Requirements for skinning World War I Planes |
The World War I planes have a unique damage model system, which requires a damage texture/bitmap to be submitted with each skin. A picture is worth a thousand words, so here is an example, using the Camel. There are two basic textures to skin with in the Camel, and other WWI aircraft, as follows: |
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| The name for the two textures are "CAMEL_1.bmp" and "CAMEL_2.bmp". This brings us to the two complimentary damage textures. |
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| You will notice the "CAMEL1D.bmp" is the same bitmap as "CAMEL_1.bmp", but has been given a damage mask overlay. Same goes for "CAMEL2D.bmp". In order to produce a WW1 skin, you will need to take your two base skins/bitmaps and overlay them with the damage bitmaps provided here. It is important the base color of the damage mask stay at the RGB value of 255,0,255. Once you have completed the overlay and conversion to an 8 bit indexed bitmap, you will need to get the index value where the color of the damage mask is stored in the bitmap. How this is accomplished will vary depending on your paint tool of choice. Typically it is shown in the color palette of the bitmap. Please note, the "Damage Bitmap Layer" is a PNG file. This preserves the alpha channel so you can overlay the base texture without having to do any more work. |
| Plane | Overlay this file | with this Damage Layer | to create this bitmap | Set the index value of the mask color from the bitmap in this file |
| Camel | CAMEL_1.bmp | CAMEL1D.png | CAMEL1D.bmp | CAMEL1D_a.txt |
| CAMEL_2.bmp | CAMEL2D.png | CAMEL2D.bmp | CAMEL2D_a.txt | |
| DR.I | DR1_1.bmp | DR1_1D.png | DR1_1D.bmp | DR1_1D_a.txt |
| DR1_2.bmp | DR1_2D.png | DR1_2D.bmp | DR1_2D_a.txt | |
| D.VII | D71.bmp | D71D.png | D71D.bmp | D71D_a.txt |
| D72.bmp | D72D.png | D72D.bmp | D72D_a.txt | |
| F2B | BRISTOL2.bmp | BRISTOL4.png | BRISTOL4.bmp | BRISTOL4_a.txt |
| BRISTOL3.bmp | BRISTOL5.png | BRISTOL5.bmp | BRISTOL5_a.txt |
Right-click on the appropriate PNG files and save them to your hard drive for use as the damage overlay mask for skinning any of the WW1 planes.
Failure to include the above damage textures with a skin submission will cause the skin to be rejected.
Aces High has several online arenas available for multi-player gaming. To go online, you must have an active subscription with HiTech Creations or be in a two week free trial period.The arena list includes the Arena name, the Players/Max, and the Ping time to the arena. The first number in the Players/Max count represents the current number of players in the arena and the second number is the total number of players allowed in the arena. The Aces High arenas use a dynamic or floating limit for the arenas where there are two, or more, of the same type. For instance, the two Late War arenas will show a limit that changes as the amount of players in these two arenas change. The arena limits are governed as follows: As an example, if the Orange arena reaches a certain percentage of its maximum capacity, the server will adjust the Blue arena limit to a higher number. When the Blue arena reaches a certain percentage of its limit, then the Orange arena limit is raised. Conversely, the arena limits are also reduced in the same manner. This gives the possibility of an arena limit being lower than the actual current number of players in that arena. Highlighting an arena in the list and clicking Ping Details shows additional information about the connection to that arena. The Early, Mid, and Late War Main Arenas are where you'll find the majority of players. These arenas differ in the plane sets offered. The Early War Main arena has early World War II planes or planes which best compete in that era. The Mid War Main Arena contains planes specific to the middle of World War II as well as the planes from the Early War Main arena. The Axis versus Allies arena is set up for historical gameplay. There is a two sided war, a limited plane set, and reduced radar. The Dueling Arena contains a special terrain with separate areas for all types of game play including furballing, tanking, and canyon fighting. The Special Events Arena is available to all players and events are scheduled by the Aces High Campaign Managers. For a schedule of events, please visit events.hitechcreations.com. The Training Arena is available for players to practice online without affecting their scores. In this arena, players are requested to ask permission before engaging other players, and to not interrupt training sessions in progress. The Open Lobby button opens a lobby area where you enter a chat room to hang around and talk to other players. It is handy when you wish to schedule meeting other players online. |
| The role of level bombing, in Aces High, is designed to be enjoyable, practical, and captivating while still being representative of the real thing. Bombers best destroy by brute force, sweeping broad paths of destruction rather than bombing single objects with pinpoint accuracy. A successful bomb run requires a great deal of skill and planning.
Formations When a formation is taken up, all planes in that formation count for kills and deaths. As the planes in the formation get killed, they count as a death for the pilot and as a kill for the attacker. If the lead plane is destroyed or the pilot bails out, the pilot is automatically put in control of the next plane which will then become the lead plane. This process will continue until there is only one plane left from the original formation. GunningGunning works similarly to gunning in a single bomber, but with more guns involved and convergence between the different gun positions being more of a factor. The pilot can man guns while a gunner is on board. Control of the guns is split between the pilot and gunner, therefore making them better able to handle multiple attackers. Gunners are able to join or exit from a plane at any time. This makes it easier to recruit a gunner for a short while when he's needed because he won't be trapped for the duration of the sortie. Pilots jump to the gun positions in the lead plane by using the default keys 2-7, depending on how many gun positions there are in that particular bomber. To move to a gun position, in another plane, in the formation, first jump to the desired position in the lead plane, then use the keys ctrl-1, ctrl-2, ctrl-3 or ctrl-4 to jump to that same position in a different plane. For example, to move to the third gun position of the second plane, first press 3 on the keyboard to move to the third position in the lead plane, then press ctrl-2 to jump to the second plane. The view will be changed to the third position of the second plane. The cockpit position (position 1) can only be jumped to in the lead plane. All gun positions have interrupter gear that prevents them from firing through any parts of their own plane. For example, the top turret of the B-17 will not fire directly backwards because the tail is in the way. BombingBomb runs have to be carefully planned and executed or they will be totally inaccurate drops. To execute a bomb run, the first step is to position the plane on the correct heading, flat and level, and with no acceleration or deceleration, and the second step is to calibrate the bombsite for the correct drop parameters. This system simulates the type of process a bombardier had to go through to set up a bomb run but handles the minutia automatically. There are four basic step to calibrating the bombsite:
To calibrate the bombsite, the pilot must first jump to the bombardier's position. The default view in the bombardier's position is through the bombsite, although the pilot can still look around using the view keys. The upper left corner of the screen shows the current calibration status. Items that need to be set are displayed in red, items are displayed in yellow while in calibration mode, and all items are displayed in green when the bombsite is fully calibrated. |
| 1. Enter calibration mode | |
|---|---|
Upon entering the bombsite, the calibration status shows the current calibrated speed, drop altitude, plane altitude, the current salvo and delay settings and the bomb door status. "U" is the default key command to enter calibration mode, but if you have made changes to your key map at any time, you'll have to go into the key mapper and map this key before you'll be able to calibrate the bombsite. Press the key you have assigned or "U" to enter calibration mode. |
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| 2. Set target altitude | |
Make sure your altitude is steady and your course will take you over the target. It is generally best to calibrate once you get close to the target.
Press the 'Y' and hold it for at least 2 seconds. This will align and calibrate the site to the target altitude and your plane's current speed. Press 'U' when you are done. |
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| 3. Exit calibration mode | |
After exiting calibration mode, the calibration status will be displayed in green, indicating that the bombsite is calibrated and ready to drop bombs. Remember that any changes to the flight profile (speed, altitude, etc.) between the calibration and drop will throw off the accuracy of the drop and the bombsite will need to be re-calibrated. |
Custom skins can be made for the aircraft, vehicles and boats in Aces High and submitted to HiTech Creations, for approval, for use in any of the arenas. Custom skins are selected from the hangar.
In order to create custom skins, you must set the maximum texture size in the game, to 2048 (or higher) and install the high resolution texture pack.
Making Custom Skins
Please note: World War I skins have a special requirement. Please review this page for further information on the creation of World War I skins.
Submitting Custom Skins to HTC
Basic guidelines:
1) We would like to get some information about the creator of the skin. Create a text file named "info.txt" containing the following information:
Skin Reference #: (where applicable, leave blank otherwise)
Name:
Game ID:
Bulletin Board ID:
Email Address:
Contact Phone Number:
Information:
If you have any URL's which point to te history of the skin, or where you did your research, then include it. All the information about how you obtained the skin reference is helpful in expediting the process.
Put the "info.txt" file into the zip file you send as an attachment. Please do not send it separately.
2) Check the object.txt (replace the word object with the actual object name, for example p51d.txt note that the file name is all lower case too) to make sure the string in that file is not too long (20 characters or less will be fine).
We have adopted a naming convention for the information in this file we would like everyone to try and follow. Here is an example: 51FG/214FS by player_id
Basically, the flight group, and the flight squadron, separated by the '/' symbol. We are aware this convention does not work for all planes nor all branches of the military in the world, but you get the idea.
Replace player_id with your game/pilot handle.
3) Use the skin administration tool to submit and monitor the status of your submission.
Some basic guidlines:
Mannable guns on player controlled task groups are a unique feature in Aces High. The fleets will appear on your clipboard map just like any other field, and a double click on the field icon will move you to the aircraft carrier deck of the fleet. Once on the fleet, go to the Hangar and select "Gun Ship or Field" to see what gun positions are available.
The icons represent the guns that can be manned and moving your mouse over any position displays the name of that position.
Click on an icon to select a position, then click "H" on the lower left corner of your clipboard to take over the gun.
A range sight is available for the large guns, which allows players to set bearing and range with just a mouse click. Use the Insert key to zoom in on your clipboard map, then click where you want to hit and use the ESC key to put the clipboard away. The range and bearing data is on the left side of the screen, with the first number being your actual and the second number being your aim point.

Pulling back or pushing forward on your stick adjusts the range, moving the stick side to side adjusts bearing.
There are three gunnery modes available to use with the range sight. After moving to the gun position, select a gunnery mode by pressing the desired key. If you've made any changes to your key maps, you'll have to use the Key Mapping utility in Aces High to map these keys before trying the gunnery modes.
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