Further to the above, this is something I wrote a short while back, a brief ??! intro to repaints:
Part1: Texture Format Converters
Do exactly what thay say on the tin, convert bmps from 'normal' bmp format (that is, 24 bit), to formats that flightsim will read (principally 32bit and dxt3).
The two major converters are DXTBmp and Imagetool. I use a mixture of the two as they both have advantages and disadvantages.
DxtBmp can handle 'the Alpha layer' used in reflective textures, but imagetool is quicker on my system, and can have multiple images open at once.
DxtBmp:
http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htmImagetool
http://www.projectopensky.com/files/index.php?dir=paint-resources/&file=imagetoo...Imagetool is just a single file, no install needed, so just sit it somewhere useful like in ur FS aircraft directory.
Its worth noting that, as far as I can tell, DXTBmp will be required to open the textures used in FSX, unless a new version of Imagetool is released.
Part2: Grapics editor.
'Payware' products: Photoshop, Paint Shop Pro, - I use PSP
Free alternatives, "gimp", "paint.net" or even MS Paint.
Part3: Aircraft and Paint Kits
As your just learning, its important to pick aircraft that interest you, and that you want to see in a particular scheme, or your likely to just loose interest.
As for which actual models to use, I reccomend Mike Stones. His models are simple enough to learn on easily, and they all come with blank textures for you to repaint onto!! (Also if you use PSP or Photoshop, I have a shedload of layered kits I've made over the years, which makes things ever easier for you!)
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Part4: Formats
A normal .bmp which you would find on your computer is a '24bit' bitmap. Flight Sim WILL NOT read a 24bit image,
It will however read the following:
32Bit - uncompressed, full clarity, large file size
8Bit - uncompressed, limited to 256 colours
dxt3 - compressed, looses quality, but smaller file sizes.
There are other formats, but those three are the major ones for use on aircraft.
Part5: Aircraft.cfg
To get a repaint to show up in FS you need to give it an entry in aircraft.cfg, below is a sample, taken from the Alphasim Park 3 Phantom, with some hints added.
[fltsim.0] //The number must increase sequentially (+1) with each new repaint you add.
title=ALPHA FGR 1 Phantom II //Must be unique
sim=RR_Phantom II //Refers to the .air file the aircraft will use.
model=
panel=
sound=
texture= //On this line you would put the 'name' of the texture folder your using (the part after the '.')
kb_checklists=RAF_Phantom_check
ui_manufacturer=ALPHA //In the aircraft menu, the manufacturer
ui_type=F-4 Phantom II //In the aircraft menu, the type
ui_variation=12. FGR.1 No.111 Sqn. RAF //In the aircraft menu, the variation
atc_id=XT873 //ATC details
atc_heavy=0 //ATC details
atc_airline=Air Force //ATC details
atc_flight_number=XT873 //ATC details
description=© AlphaSim 2006\n\nThe British version of the Phantom II..........
atc_id_color=0x00000000
atc_id_font=Verdana,-11,1,600,0
visual_damage=1
atc_parking_types=MIL_COMBAT
Part6: Sizes
Flightsim bmps do not have to be square, but the length off each side must be a power of two.
Common lengths are 32,64,128,256,512,1024
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Part7: Alpha Channel
The Alpha Channel / Alpha Layer is used for EITHER reflection OR transparency, and the one that it controls is set by the modeller, not the texture artist.
To make a complete Flightsim Bitmap, in any format, you combine a normal bitmap, with a 2nd image, containing the data for the Alpha Layer.
If you dont choose to add an alpha layer, it is simply assumed to be entirely pure white (ie opaque/matte)
Essentially, anywhere on the 2nd image that is pure white will be rendered matte OR opaque when the 1st bmp is applied to the model. Any areas of pure black will be rendered fully chrome, or transparent. Shades of grey between black and white allow for various levels of shine / transparency.
You must use dxtbmp to add an alpha layer to an FS bmp.
* Open the bmp you wish to alpha
* Select the "Alpha" menu, then "Import Alpha Layer", and select your second BMP file.
* Save the first bmp in a suitable format.
Any questions feel free to ask!