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I need help with uploading the new paintjob (Read 2088 times)
Reply #15 - Jun 24th, 2008 at 10:43pm

tas03   Offline
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Dr.bob7 wrote on Jun 24th, 2008 at 10:32pm:
I use DXT 5 and when you edit do you rotate or flip the file in any way? if so it must be put into original form before saving


no i didnt rotate in any way,only zoom in and out to repaint it as my design is quite simple,only wordings...so should i change it to DXT 5?
 
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Reply #16 - Jun 25th, 2008 at 2:38am

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tas03 wrote on Jun 24th, 2008 at 9:35pm:
todayshorse wrote on Jun 24th, 2008 at 11:52am:
Your maybe saving the texture files you paint in psp in 32 bit not 24 bit, before sendin them through dxt.bmp. I know i did similar at first and got the same result, a grey aircraft!


I dont get this,before i send the texture file to dxt.bmp,i have to save the files into 32bit?...how do you get this? ...i can only save to different file like Photoshop,Paint Shop Pro, Mcintosh.. can you teach me in detail...

What i did was in the dxt.bmp,i was told to save in 'DDS DXT 3'..for you info, i followed the tutorials in 'http://www.calclassic.com/repaint.htm' .



LOL no no - when youve finished painting in paint/photoshop - you then save your work as a .bmp yes? After youve flattend the layers if you were working on a .psd.

When you save as a .bmp, my PSP asks me if it want to save in 16 bit, 24 bit or 32 bit , choosing 32bit means it wont work once you send to DXT.bmp and thence to FS. Save from PSP as 24 bit, then open it in DXT.bmp, add the alpha or whatever, then save in the format you require from there. I personaly go extended bitmap 888 32bit...you may go different.


 

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Reply #17 - Jun 25th, 2008 at 3:58am

tas03   Offline
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todayshorse wrote on Jun 25th, 2008 at 2:38am:
When you save as a .bmp, my PSP asks me if it want to save in 16 bit, 24 bit or 32 bit , choosing 32bit means it wont work once you send to DXT.bmp and thence to FS.



My psp nvr prompt me on wheather i want to save it in 16 bit,24 bit or 36 bit... Huh
 
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Reply #18 - Jun 25th, 2008 at 4:02am

garryrussell   Offline
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re my reply after you published your config

You talk of having two texture folders but only one paint entry

Also you renamed your DDS files by putting a .1 in the new ones which will cause them not to read..is this still the case???

You did not answer that

You must make sure that is all in order first.

 
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Reply #19 - Jun 25th, 2008 at 4:26am

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tas03 wrote on Jun 25th, 2008 at 3:58am:
todayshorse wrote on Jun 25th, 2008 at 2:38am:
When you save as a .bmp, my PSP asks me if it want to save in 16 bit, 24 bit or 32 bit , choosing 32bit means it wont work once you send to DXT.bmp and thence to FS.



My psp nvr prompt me on wheather i want to save it in 16 bit,24 bit or 36 bit... Huh


Ah! Oh well! Cheesy Ill get my coat!
 

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Reply #20 - Jun 25th, 2008 at 4:52am

garryrussell   Offline
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It doens't give those BMP options

Saving as Windows BMP gives 24 bit so that's OK

The options are in Photoshop............I don't know about later PSP

 
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Reply #21 - Jun 25th, 2008 at 5:00am

Hagar   Offline
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Shouldn't matter which format you save the edited texture in. DXTBmp will read all common image formats. I don't know if it's suitable for saving FSX textures in DDS format. The latest ImageTool (included in the FSX SDK) might be a better option.

There seems to be some confusion with graphics editors. PSP usually refers to Paint Shop Pro.
 

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Reply #22 - Jun 25th, 2008 at 6:21am

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It does matter

If you save in 32 bit in the editor DXT BMP will open it and resave it OK but FS will crash when it tries to read the file.properties will show it has an odd size.

That is because the 32 bit from photo shop are true 32 bit 4 channel (CMYK) rather than extended 32 which is a 24 3 channel (RGB) with an Alpha (RGB-A) so the extended 32 888-8 is really 3 +1 (hence the 888-8) rather than a true 4 channel 32.




 
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Reply #23 - Jun 25th, 2008 at 6:30am

Hagar   Offline
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garryrussell wrote on Jun 25th, 2008 at 6:21am:
It does matter

If you save in 32 bit in the editor DXT BMP will open it and resave it OK but FS will crash when it tries to read the file.properties will show it has an odd size.

That is because the 32 bit from photo shop are true 32 bit 4 channel (CMYK) rather than extended 32 which is a 24 3 channel (RGB) with an Alpha (RGB-A) so the extended 32 888-8 is really 3 +1 (hence the 888-8) rather than a true 4 channel 32.

You know more about repainting than me so I'll accept what you're saying about 32 bit resolution BMPs.* What I meant was the actual image format, not the resolution. It doesn't have to be in BMP format for DXTBmp to open it.

*I just tried a test piece saved as 32-bit BMP from Photoshop Elements 6.0. I then opened it in DXTBmp & saved out in DXT3 Extended BMP format. It works perfectly in FS9.
 

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Reply #24 - Jun 25th, 2008 at 6:48am

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Sorry.....that's right it doesn't have to be a bitmap...but I wanted to point out the difference between extended 32 888-8 and 32 bit.

That one catches quite a few out

DXTBMP will read just about anything.

But of course you will have saved it from the editor in BMP



 
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Reply #25 - Jun 25th, 2008 at 6:57am

Hagar   Offline
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garryrussell wrote on Jun 25th, 2008 at 6:48am:
Sorry.....that's right it doesn't have to be a bitmap...but I wanted to point out the difference between extended 32 888-8 and 32 bit.

That one catches quite a few out

DXTBMP will read just about anything.

Sorry but I'm not quite sure what you're getting at. DXTBmp should also be able to convert images in standard formats into FS texture formats. That's what it was developed for. My test proves that it will convert standard Photoshop 32-bit images into FS texture formats including Extended 32-bit 888-8.
 

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Reply #26 - Jun 25th, 2008 at 8:30am

tas03   Offline
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garryrussell wrote on Jun 25th, 2008 at 4:02am:
re my reply after you published your config

You talk of having two texture folders but only one paint entry

Also you renamed your DDS files by putting a .1 in the new ones which will cause them not to read..is this still the case???

You did not answer that

You must make sure that is all in order first.



Well,what i have now is one 'Texture' folder and another 'texture.RCA' folder..the texture folder consist of many files right?..while the 'texture.RCA' folder has my repainted aircraft files..what i have in my 'texture.RCA' folder now is a 'B747_1_T.dds' , 'B747_1_T_Specular.dds' , 'Fresnel_ramp.dds' , 'Fresnel_Ramp_1.dds' and texture configure file .


Guys,seriouly im quite lost in this..can you print screen your repainted aircraft folder and show me what is inside it?
 
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Reply #27 - Jun 25th, 2008 at 8:44am

garryrussell   Offline
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Hi Hagar

If I save a 32 bit in photoshop then DXT converts it OK but my FS crashes when it tries to load that.

It could that if you have the alpha embedded you need to use 32 as you have for channels but for ordinary 3 channel RGB 24 bit is all that is being used.  I always make and load my alpha's seperately.

I get loads of queries from folk who get this crashing and it due to them not saving as 24bit.

Tas03

You have two texutre but only on paint CFG

There need to be an entry for each

The file names in you new RCA texture should be identical to the original textures files names of the model will not read them.

 
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Reply #28 - Jun 25th, 2008 at 8:56am

tas03   Offline
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garryrussell wrote on Jun 25th, 2008 at 8:44am:
Tas03

You have two texutre but only on paint CFG

There need to be an entry for each

The file names in you new RCA texture should be identical to the original textures files names of the model will not read them.



entry each?..the texture.RCA folder has my repainted files while the 'texture' folder doesn't have any liveries,it is the original files...can u show me ur aircraft configure file....
 
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Reply #29 - Jun 25th, 2008 at 9:01am

garryrussell   Offline
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My guess ias you are only seeing one in the chooser

try this.......paste this into you CFG replacing the area above [General]

Back up your old CFG first

[fltsim.0]
title=Boeing 747-400 RCA
sim=Boeing747-400
model=
panel=
sound=
texture=
kb_checklists=Boeing747-400_check
kb_reference=Boeing747-400_ref
atc_id=N747RCA
atc_airline=RollerCoaster Airline
atc_flight_number=2008
atc_heavy=1
ui_manufacturer="Boeing"
ui_type="747-400"
ui_variation="RCA 2008"
ui_typerole="Commercial Airliner"
ui_createdby="Microsoft Corporation"
description="Just recently, the 747_RCA made its first trip from Singapore to London.  Since then, it's become the standard by which other large passenger jets are judged. Its size, range, speed and capacity were then, and are now, the best in its class."

[fltsim.1]
title=Boeing 747-400 RCA1
sim=Boeing747-400
model=
panel=
sound=
texture=RCA
kb_checklists=Boeing747-400_check
kb_reference=Boeing747-400_ref
atc_id=N747RCA
atc_airline=RollerCoaster Airline
atc_flight_number=2008
atc_heavy=1
ui_manufacturer="Boeing"
ui_type="747-400"
ui_variation="RCA 2008 new paint"
ui_typerole="Commercial Airliner"
ui_createdby="Microsoft Corporation"
description="Just recently, the 747_RCA made its first trip from Singapore to London.  Since then, it's become the standard by which other large passenger jets are judged. Its size, range, speed and capacity were then, and are now, the best in its class."



 
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