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Specular paint (Read 1788 times)
Mar 20th, 2010 at 1:18pm

Frequent Flyer   Offline
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Hey all,
a short question from me.

I'm busy painting the Just Flight C152, but there is no specular layer in the paintkit.

My question is what exactly should I do in the paint to make the "specular" shine?

In the original specular paint, there are white lines wherever there was red in the livery (and dark grey lines in the alpha), but I can't use it because then I have these lines shine, which doesn't fit the livery I'm currently working on.


Thanks in advance!
 

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Reply #1 - Mar 20th, 2010 at 3:27pm

patchz   Offline
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Frequent Flyer wrote on Mar 20th, 2010 at 1:18pm:
Hey all,
a short question from me.

I'm busy painting the Just Flight C152, but there is no specular layer in the paintkit.

My question is what exactly should I do in the paint to make the "specular" shine?

In the original specular paint, there are white lines wherever there was red in the livery (and dark grey lines in the alpha), but I can't use it because then I have these lines shine, which doesn't fit the livery I'm currently working on.


Thanks in advance!


Wish I could help, but I don't even know what specular paint is.

patchz.... still stuck in FS9  Roll Eyes

 

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Reply #2 - Mar 20th, 2010 at 4:57pm

LeeC   Offline
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Check the alpha channel of the diffuse texture, see if there are variations in the shades of grey that match up with the shiny lines. That is one of the ways to specify the shininess, but it has to have been set in the model during building.

Is it a payware aircraft?
 
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Reply #3 - Mar 20th, 2010 at 6:34pm

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LeeC wrote on Mar 20th, 2010 at 4:57pm:
Check the alpha channel of the diffuse texture, see if there are variations in the shades of grey that match up with the shiny lines. That is one of the ways to specify the shininess, but it has to have been set in the model during building.

Is it a payware aircraft?


Oh... That's a bit too much for me. What?  Tongue Huh
In the original paint, yes, the grey lines in the specular alpha/white lines in the normal paint are where it shines.


No, it's the freeware JF C152:
http://www.justflight.com/microsoftc152.asp



Patchz, it's something shiny. Really shiny Shocked
 

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Reply #4 - Mar 20th, 2010 at 8:01pm

LeeC   Offline
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Give me a few mins then fella, and I'll check it out for you.

Oh, before I forget... the diffuse texture is what forms the basis for the plane's colour. That Bushy Tail repaint we did, you were editing the diffuse texture there.

Ok, there are two things you will need to work on.

If you have DXTBmp, load in C152_T1.dds and notice that in the Alpha Channel window, there are some pale grey shapes against a white background. That is the image you need to edit to affect how reflective the aircraft is. Black = very reflective, White = not reflective.

As well as that, there is also C152_T1_specular.dds. This texture controls how shiny the aircraft is. Note, reflective and shiny are not the same thing with the textures, that's the confusing part.

Reflectivity controls the reflection of the environment map, shininess controls the highlights on the aircraft.

So in theory, you could have paint that reflects a lot but doesn't show any defined highlights. It's the balance of these two textures that is the key to it looking convincing.

In the C152, they've done what appears to be a quite common technique for the specular texture, desaturate the main texture and invert it to create the different levels of specularity.

The danger with that is that it can create false levels of specularity. In reality, you should consider what materials you are representing in your texture, and then set a specularity level to match. Rubber would be very low, so would be dark, glossy paint would be quite shiny, so would be pale grey, or even white.

I've seen a few aircraft that are made less reflective/shiny underneath because they used that technique, which is fine until you fly the plane upside down, and then it all goes wrong.

I would suggest, make a copy of the texture folder and call it texture.repaint (or similar) create a new version of the aircraft in the aircraft.cfg and point it at the new texture folder. Then just lay blocks of varying levels of black to white on the textures (even black, mid-grey and white will be enough). On one side, do the specular texture, and then the other side, do the alpha channel of the diffuse texture. That way, you can see each effect on it's own.

I'll keep checking back on here over the next 2 or 3 hours, if you have any more problems, shout up and I'll help if I can.
 
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Reply #5 - Mar 21st, 2010 at 3:58am

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Wow, thanks alot.
I'll try the desaturate+invert method, and then I'll tweak it as I think I should.
I'll post if I'll have any other issues.
 

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Reply #6 - Mar 21st, 2010 at 7:19am

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Make sure you only invert the painted panels, otherwise, you may end up with highly shiny wheels and things.  Wink
 
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Reply #7 - Mar 21st, 2010 at 1:20pm

patchz   Offline
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Wow Lee, though I don't understand it all (apparently, the models I have painted do not have the specularity channels/layers), your explanation is great. Would you consider writing a tutorial for advanced repainting, or at least get this in a sticky?  Smiley
Are the ones with specularity restricted to FSX or payware? I do not remember seeing any texture files with them.
 

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Reply #8 - Mar 21st, 2010 at 4:04pm

LeeC   Offline
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patchz wrote on Mar 21st, 2010 at 1:20pm:
Wow Lee, though I don't understand it all (apparently, the models I have painted do not have the specularity channels/layers), your explanation is great. Would you consider writing a tutorial for advanced repainting, or at least get this in a sticky?  Smiley
Are the ones with specularity restricted to FSX or payware? I do not remember seeing any texture files with them.

patchz, I don't think my knowledge of repainting is up to the standard yet to be worthy of a tutorial, it's just an examination of the textures and some trial and error experimentation that told me all that. Some of the techniques are quite different to the more standard game techniques, but they're similar enough for me to get a reasonable grasp of them.

If I get chance to spend more time with the model building and texturing, then I'll be happy to do so. Unfortunatley, with developing 2 games at the moment on my own, time is in short supply.

If I don't know what something does, I paint big blocks of black and white on there and then go and look at the results. But not every aircraft is the same. You might find one that uses the alpha channel for transparency, or simply doesn't use any effects whatsoever.

It's certainly not restricted to payware. It's all down to the model builder to either choose to add the effects or not. (assuming of course, that they understand them enough to add them). Going off some of the texture sets I have looked at, a lot of people don't add them.

And payware doesn't guarantee you textures that people have spent the proper time on either. The Carenado I repainted for specter177 recently, had many imperfections in them. But they looked miles better than a lot of the freeware out there, so it makes them appear to be worth the money, as the quality is definitely higher... but it could be better.
 
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Reply #9 - Mar 21st, 2010 at 5:43pm

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Patchz,

The one part of your question Lee did not answer is specular and bump maps are not available to us FS9 users, FSX only.

And the people that know how to paint them do amazing things with them.

I am not one of those people...      




...yet.

Someone who does has a page here - http://www.eagleskinner.com/ESindex.htm

Next time you have a few minutes go look at his work.

cheers,
Joe
 

Don't argue with idiots, they drag you down to their level and beat you with experience.
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Reply #10 - Mar 21st, 2010 at 5:51pm

LeeC   Offline
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JoBee,
Thanks for adding that... I only have FSX, so I didn't want to comment on FS9. Would rather say nothing than something wrong.  Smiley

Some of those repaints on that site are real nice... and they highlight a point I was trying to make to someone else in another repaint thread, good texturing = good repaints.

If only every model was mapped well enough to allow that level of detail on everything eh?  Smiley
 
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Reply #11 - Mar 22nd, 2010 at 9:13am

patchz   Offline
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JoBee wrote on Mar 21st, 2010 at 5:43pm:
Patchz,

The one part of your question Lee did not answer is specular and bump maps are not available to us FS9 users, FSX only.

And the people that know how to paint them do amazing things with them.

I am not one of those people...      




...yet.

Someone who does has a page here - http://www.eagleskinner.com/ESindex.htm

Next time you have a few minutes go look at his work.

cheers,
Joe


Thanks Joe.  Smiley
I had that in favorites, but I failed to name it properly and had forgotten about it. And I am not quite ready for FSX repaints yet. But browsing his gallery, even though it is only Christen Eagles at this time, is well worth the time. But I will never be that good. I can only dream.
  Sad
 

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Reply #12 - Mar 22nd, 2010 at 9:16am

patchz   Offline
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LeeC wrote on Mar 21st, 2010 at 4:04pm:
patchz, I don't think my knowledge of repainting is up to the standard yet to be worthy of a tutorial, it's just an examination of the textures and some trial and error experimentation that told me all that. Some of the techniques are quite different to the more standard game techniques, but they're similar enough for me to get a reasonable grasp of them.

If I get chance to spend more time with the model building and texturing, then I'll be happy to do so. Unfortunatley, with developing 2 games at the moment on my own, time is in short supply.

If I don't know what something does, I paint big blocks of black and white on there and then go and look at the results. But not every aircraft is the same. You might find one that uses the alpha channel for transparency, or simply doesn't use any effects whatsoever.



Maybe so Lee, but your knowledge and abilities far exceed mine and I welcome all the help I can get. Thanks.  Smiley
 

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If God intended aircraft engines to have horizontally opposed engines, Pratt and Whitney would have made them that way.
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Reply #13 - Mar 22nd, 2010 at 9:20am

patchz   Offline
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LeeC wrote on Mar 21st, 2010 at 5:51pm:
If only every model was mapped well enough to allow that level of detail on everything eh?  Smiley

Hear hear! (or as Paul would say, hear hear, or is it here here?...) Grin
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If God intended aircraft engines to have horizontally opposed engines, Pratt and Whitney would have made them that way.
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Reply #14 - Mar 22nd, 2010 at 9:22am

patchz   Offline
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LeeC wrote on Mar 21st, 2010 at 5:51pm:
If only every model was mapped well enough to allow that level of detail on everything eh?  Smiley

Hear hear! (or as Paul would say, "hear hear, or is it here here?) Grin


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If God intended aircraft engines to have horizontally opposed engines, Pratt and Whitney would have made them that way.
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