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I need help with uploading the new paintjob (Read 2091 times)
Jun 22nd, 2008 at 10:06pm

tas03   Offline
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Guys..i need help with my repainting of my aircraft. Im doing a custom paintjob for my RollerCoaster Airline so that my friends and i can use in during the game. However, after doing some repaints , im unable to get those new reapints upload properly,i just came out plain white on the selection menu.

Can anyone tell me what is wrong with my uploaD?..im using the PSP 7 and dxtmp .. or who ever that can help me repaint my aircraft, pm me and i'll send you my paint design..

thanks
 
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Reply #1 - Jun 22nd, 2008 at 11:06pm

Dr.bob7   Offline
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I dont get what you mean, Is there no window for your aircraft (if not ill teach you how to edit a config for one) or is the window created and the texture not showing up?  Huh
 
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Reply #2 - Jun 23rd, 2008 at 7:46am

tas03   Offline
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the aircraft is there for selection but the pic shows all white paint job..
 
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Reply #3 - Jun 23rd, 2008 at 11:55am

Dr.bob7   Offline
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ok I think I can fix your problem, first what model did you paint? if it was a FSX default aircraft what file type did you save it as?
 
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Reply #4 - Jun 23rd, 2008 at 3:52pm

garryrussell   Offline
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You're not saying what sim this is for???

Tell us which Sim and what aircraft

 
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Reply #5 - Jun 23rd, 2008 at 11:07pm

tas03   Offline
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Im repainting the b747-400.

Inside my :   C:\Program Files\Microsoft Games\Microsoft Flight Simulator X\SimObjects\Airplanes , i have my repainted aircrft folder called B747_RCA.

I have all required folders like the 'model', 'panel', 'sound', 'soundai' , 'texture' and 'texture1' .

Inside the ' texture ' folder,i have the default b747-400 with the all white paintjob while the 'texture1' folder,i have some files that i've done with the new paintjob. Etc 'b747_1_t.dds' , 'b747_1_t_specular' and some files from saved to bitmap image.

I do not have any thumbnail for the 'texture1' folder.

And this is my aicraft configure for the B747_RCA folder.

******

[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."



[General]
atc_type=BOEING
atc_model=B744
editable=0
performance="Cruise Speed\n0.85 Mach         565 mph         910 km\/h\n\nEngine options\nPratt & Whitney PW4062\nRolls-Royce RB211-524H\nGeneral Electric CF6-80C2B5F\n\nMaximum Range\n7,325 nm         13,570 km\n\nMaximum Certified Operating Altitude              45,100 ft          13,747 m\n\nFuel Capacity\n57,285 gal       216,840 L\n\nBasic Empty Weight\n394,088 lb    178,755 kg\n\nMax Gross Weight                        875,000 lb       396,893 kg\n\nLength\n231 ft, 10 in       70.6 m\n\nWingspan\n211 ft, 5 in         64.4 m\n\nHeight\n63 ft, 8 in         19.4 m\n\nSeating Typical 3-class configuration - 416\nTypical 2-class configuration - 524"
Category = airplane

[CameraDefinition.0]
Title = "Right Side Window"
Guid = {54F54B8A-3EC2-2D4E-8D10-B8F9D0F16ACC}
Description = View of the right wing from the passenger cabin
Origin = Center
SnapPbhAdjust = Swivel
SnapPbhReturn = FALSE
PanPbhAdjust = Swivel
PanPbhReturn = FALSE
Track = None
ShowAxis = FALSE
AllowZoom = TRUE
InitialZoom = 1.0
ShowWeather = Yes
InitialXyz = 5.5, 0.75, -13
InitialPbh = 0, 0, 95
XyzAdjust = TRUE
Category=Aircraft
MomentumEffect=TRUE
ClipMode=Minimum

[CameraDefinition.1]
Title = "Left Side Window"
Guid = {0ae3f864-da10-4e5a-977c-b9bba47d6f7a}
Description = View of the left wing from the passenger cabin
Origin = Center
SnapPbhAdjust = Swivel
SnapPbhReturn = FALSE
PanPbhAdjust = Swivel
PanPbhReturn = FALSE
Track = None
ShowAxis = FALSE
AllowZoom = TRUE
InitialZoom = 1.0
ShowWeather = Yes
InitialXyz = -5.5, 0.75, -13
InitialPbh = 0, 0, 265
XyzAdjust = TRUE
Category=Aircraft
MomentumEffect=TRUE
ClipMode=Minimum

[CameraDefinition.2]
Title = "Landing Gear"
Guid = {96873AAD-621B-4C45-8A58-DEF7B7FCB051}
Description = View of the landing gear and left wing inboard flaps
Origin = Center
SnapPbhAdjust = Swivel
SnapPbhReturn = FALSE
PanPbhAdjust = Swivel
PanPbhReturn = FALSE
Track = None
ShowAxis = FALSE
AllowZoom = TRUE
InitialZoom = .58
ShowWeather = Yes
InitialXyz = -11, -4.1, -16
InitialPbh = 0, 0, 44
XyzAdjust = TRUE
Category=Aircraft
MomentumEffect=TRUE
ClipMode=Minimum

[CameraDefinition.3]
Title = "Tail"
Guid = {5c1df273-034b-4e7f-953a-9d5e26f1646c}
Description = Looking forward from behind the aircraft
Origin = Center
SnapPbhAdjust = Swivel
SnapPbhReturn = FALSE
PanPbhAdjust = Swivel
PanPbhReturn = FALSE
Track = None
ShowAxis = FALSE
AllowZoom = TRUE
InitialZoom = .75
ShowWeather = Yes
InitialXyz = 0, 9.0, -80.0
InitialPbh = 5, 0, 0
XyzAdjust = TRUE
Category=Aircraft
MomentumEffect=TRUE
ClipMode=Minimum

[CameraDefinition.4]
Title = "Right Wing"
Guid = {C690EAFD-223A-42d0-99E0-681ADF93BB59}
Description = View from the right wing tip looking at the cockpit
Origin = Center
SnapPbhAdjust = Swivel
SnapPbhReturn = FALSE
PanPbhAdjust = Swivel
PanPbhReturn = FALSE
Track = None
ShowAxis = FALSE
AllowZoom = TRUE
InitialZoom = 0.5
ShowWeather = Yes
InitialXyz = 40.8, 1.4, 4.0
InitialPbh = 6, 0, 270
XyzAdjust = TRUE
Category=Aircraft
MomentumEffect = FALSE
ClipMode=Minimum

[CameraDefinition.5]
Title = "Left Wing"
Guid = {f25dfa2e-fd2e-4b89-81e2-0575cbcb60de}
Description = View from the left wing tip looking at the cockpit
Origin = Center
SnapPbhAdjust = Swivel
SnapPbhReturn = FALSE
PanPbhAdjust = Swivel
PanPbhReturn = FALSE
Track = None
ShowAxis = FALSE
AllowZoom = TRUE
InitialZoom = 0.5
ShowWeather = Yes
InitialXyz = -40.8, 1.4, 4.0
InitialPbh = 6, 0, 90
XyzAdjust = TRUE
Category=Aircraft
MomentumEffect = No
ClipMode=Minimum

[CameraDefinition.001]
Title = "Right Seat"
Guid = {8ff6c134-098d-409f-baec-caba3f683f98}
Origin = Virtual Cockpit
MomentumEffect = YES
SnapPbhAdjust = Swivel
SnapPbhReturn = False
PanPbhAdjust = Swivel
PanPbhReturn = False
Track = None
ShowAxis = YES
AllowZoom = TRUE
InitialZoom = .75
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=FALSE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=1.25, 0.0, 0.0
InitialPbh=0, 0, 0

[CameraDefinition.002]
Title = "Radio Stack"
Guid = {195EAB58-9E4A-2E2A-A34C-A8D9D948F078}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = None
SnapPbhReturn = False
PanPbhAdjust = None
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = TRUE
InitialZoom = .75
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=FALSE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.6, 0.30, -0.05
InitialPbh=85, 0, 0

[CameraDefinition.003]
Title = "Overhead Panel"
Guid = {4ca337db-ae88-4c5f-96ea-ddebbd2a86fe}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = None
SnapPbhReturn = False
PanPbhAdjust = None
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = TRUE
InitialZoom = 0.8
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=FALSE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.635, -0.58, -0.2
InitialPbh=-55.0, 0, 0

[CameraDefinition.004]
Title = "Engine Controls"
Guid = {195EAB58-9E4A-3E2A-A34C-A8D9D948F078}
Origin = Virtual Cockpit
MomentumEffect = No
SnapPbhAdjust = None
SnapPbhReturn = False
PanPbhAdjust = None
PanPbhReturn = False
Track = None
ShowAxis = FALSE
AllowZoom = TRUE
InitialZoom = 1.0
SmoothZoomTime = 2.0
ZoomPanScalar = 1.0
ShowWeather = Yes
XyzAdjust = TRUE
ShowLensFlare=FALSE
Category = Cockpit
PitchPanRate=20
HeadingPanRate=60
InitialXyz=0.6, 0.3, 0
InitialPbh=59.5, 0, 0


[pitot_static]
vertical_speed_time_constant = 1                //Increasing this value will cause a more instantaneous reaction in the VSI
pitot_heat = 1.0    //Scalar on heat effectiveness, 0 = not available


[WEIGHT_AND_BALANCE]
max_gross_weight = 875000                       // (pounds)
empty_weight = 394088                           // (pounds)

reference_datum_position     =  83.5, 0, 0      // (feet) distance from FlightSim Reference position: (1/4 chord, centerline, waterline)
empty_weight_CG_position     =  -90.5, 0, 0     // (feet) longitudinal, lateral, vertical distance from specified datum

max_number_of_stations = 50

station_load.0  =   170.0,       -19.0,      -2.0,       8.0     //Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)
station_load.1  =   170.0,       -19.0,       2.0,       8.0     //Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)
station_load.2  =  1700.0,       -83.5,       0.0,       0.0     //Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)
station_load.3  =  5440.0,       -27.0,       0.0,       0.0     //Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)
station_load.4  =  5780.0,       -65.0,       0.0,       0.0     //Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)
station_load.5  =  7140.0,       -50.0,       0.0,       8.0     //Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)
station_load.6  = 10710.0,       -91.0,       0.0,       0.0     //Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)
station_load.7  = 18020.0,      -119.0,       0.0,       0.0     //Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)
station_load.8  = 23800.0,      -160.0,       0.0,       0.0     //Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)
station_load.9  = 18000.0,       -52.0,       0.0,      -6.0     //Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)
station_load.10 =  6000.0,      -123.0,       0.0,      -6.0     //Weight (lbs), longitudinal, lateral, vertical positions from datum (feet)

station_name.0  =  "Pilot"          
station_name.1  =  "Co-Pilot"       
station_name.2  =  "Crew"            
station_name.3  =  "First Class"    
station_name.4  =  "Business Class" 
station_name.5  =  "Upper Deck"      
station_name.6  =  "Coach 1-7"      
station_name.7  =  "Coach 8-18"      
station_name.8  =  "Coach 19-34"    
station_name.9  =  "Forward Baggage"
station_name.10 =  "Aft Baggage"    

;Moments of Inertia
empty_weight_roll_MOI    = 13352310
empty_weight_pitch_MOI   = 24223159
empty_weight_yaw_MOI     = 39531785
empty_weight_coupled_MOI = 0


[fuel]
LeftMain  =   -96.0, -28.0, -4.0, 12546.0, 0.0    //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
RightMain =   -96.0,  28.0, -4.0, 12546.0, 0.0    //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
LeftAux   =  -112.0, -36.5, -3.0,  4482.0, 0.0    //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
RightAux  =  -112.0,  36.5, -3.0,  4482.0, 0.0    //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
LeftTip   =  -130.0, -73.0,  0.0,  1322.0, 0.0    //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
RightTip  =  -130.0,  73.0,  0.0,  1322.0, 0.0    //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
Center1   =   -83.5,   0.0, -7.0, 17164.0, 0.0    //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)
Center2   =  -193.5,   0.0,  6.0,  3300.0, 0.0    //Longitudinal (feet), Lateral (feet), Vertical (feet), Usable(gallons), Unusable (gallons)

fuel_type = 2                                     //Fuel type: 1 = Avgas, 2 = JetA
number_of_tank_selectors = 1                   
electric_pump=1
fuel_dump_rate = 0.0167                        //Percent of max quantity per second, i.e. about 1 minute for full fuel

[airplane_geometry]
wing_area               = 5825.0                //Square feet
wing_span               = 211.4                 //Feet
wing_root_chord         = 48.8                  //Feet
wing_dihedral           = 7.0                   //Degrees
wing_incidence          = 2.0                   //Degrees
wing_twist              = -1.0                  //Degrees
oswald_efficiency_factor= 0.68                  //Measure of lift effeciency of wing
wing_winglets_flag      = 1                     //Are winglets available?
wing_sweep              = 37.5                  //Degrees, wing leading edge
wing_pos_apex_lon       = -58.2                 //Feet, longitudinal distance from reference point, negative going aft
wing_pos_apex_vert      = -5                     //Feet, vertical distance from reference point, positive going up
htail_area              = 1470            
 
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Reply #6 - Jun 23rd, 2008 at 11:08pm

tas03   Offline
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Gender: male
Posts: 65
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i hope the above post helps..im trying to get my screen printed so  can show u guys..but im not sure how..
 
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Reply #7 - Jun 24th, 2008 at 5:18am

garryrussell   Offline
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From what I understand you have two texture folders but there is only one CFG paint entry

Also you can't change the names of the DDS files as if you do the model won't recognise them.

You really need to read the tutorial on adding paints to set the CFG up properly.

As it stands there is nothing to tell FS it's there and if there was it wouldn't read it properly because you changed the filenames,

So have all your new paints in a seperate texture folder but make sure the DDS files have the original correct names.

Then add a paint entry....must have a different title and the entry number must follow on........the texture line will be texture= whatever the new paint's folder is called




 
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Reply #8 - Jun 24th, 2008 at 5:40am

Hagar   Offline
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Quote:
I have all required folders like the 'model', 'panel', 'sound', 'soundai' , 'texture' and 'texture1' .

Inside the ' texture ' folder,i have the default b747-400 with the all white paintjob while the 'texture1' folder,i have some files that i've done with the new paintjob. Etc 'b747_1_t.dds' , 'b747_1_t_specular' and some files from saved to bitmap image.

I do not have any thumbnail for the 'texture1' folder.

And this is my aicraft configure for the B747_RCA folder.

If your RCA repaint is in the "texture1" folder you must name the folder correctly by placing a period (full stop) between the prefix texture & the suffix which is 1 in this case. The correct folder name will be texture.1
The corresponding CFG entry will point to it like this:

[fltsim.0]
title=Boeing 747-400 RCA
sim=Boeing747-400
model=
panel=
sound=
texture=1

It might be a better idea to name the folder texture.RCA & point the CFG entry to it like this:

[fltsim.0]
title=Boeing 747-400 RCA
sim=Boeing747-400
model=
panel=
sound=
texture=RCA

PS. Once you get the repaint displaying properly it will be easy enough to create a thumbnail for it.
 

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Reply #9 - Jun 24th, 2008 at 6:54am

tas03   Offline
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'We Do Break The Sound
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Singapore

Gender: male
Posts: 65
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guys..im now still trying to figure out..

Now the problem is,there is the aircrft on the selection menu..only to have no paintjobs on it...only just grey aircft ( No windows at all,only the aircft) ... Sad

Can anyone do the paint job for me? ..i'll sent you the design for the paintjob..psl pm me.. Wink
 
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Reply #10 - Jun 24th, 2008 at 11:52am

todayshorse   Offline
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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!
 

...
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Reply #11 - Jun 24th, 2008 at 8:10pm

Dr.bob7   Offline
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FSX native aircraft should be saved in DDS files (unless a paint kit tells you not to
 
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Reply #12 - Jun 24th, 2008 at 9:29pm

tas03   Offline
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Dr.bob7 wrote on Jun 24th, 2008 at 8:10pm:
FSX native aircraft should be saved in DDS files (unless a paint kit tells you not to


well..i do save it in DDS format..
 
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Reply #13 - Jun 24th, 2008 at 9:35pm

tas03   Offline
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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' .
 
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Reply #14 - Jun 24th, 2008 at 10:32pm

Dr.bob7   Offline
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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
 
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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

todayshorse   Offline
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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

todayshorse   Offline
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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

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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

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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

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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

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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

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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

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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

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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

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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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Reply #30 - Jun 25th, 2008 at 9:18am

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nope..still cant man.... Sad ....err...can you repaint for me?..i'll give you the design..can you garry?
 
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Reply #31 - Jun 25th, 2008 at 9:27am

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I don't have FS.X

Can you see two entires now in the chooser??

 
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Reply #32 - Jun 25th, 2008 at 9:29am

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garryrussell wrote on Jun 25th, 2008 at 9:27am:
I don't have FS.X

Can you see two entires now in the chooser??



yup..i have 'RCA 2008' and 'RCA 2008 new paint'..but both aircraft came out all white..
 
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Reply #33 - Jun 25th, 2008 at 9:35am

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Sorry mate

I made a error in that cfg..I've corrected it, can you try it again and see if you get two different aircraft in the chooser..just paste that whole section in as before



 
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Reply #34 - Jun 25th, 2008 at 9:41am

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yup..i notice the error and i've change it..but still both aircraft came out all white,only the wordings near the tail shows 'N747RCA' ....
 
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Reply #35 - Jun 25th, 2008 at 12:10pm

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garryrussell wrote on Jun 25th, 2008 at 8:44am:
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.

Hi Garry. Perhaps I should have qualified that by saying it works on FS9 on my system. I obviously can't speak for every combination of OS + video card/driver + display settings etc.

tas03. I can't confirm this as I don't have FSX. It might also depend on whether you have SP1 or SP2 installed. I suspect your problem is caused by using DXTBmp to save the repainted textures in DXT5 DDS format. I've been told that this will not work & you have to use the latest Imagetool I mentioned earlier. You could try saving them in Extended DXT3 BMP format & see what happens. You might have to flip the images before saving for them to display properly.
 

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Reply #36 - Jun 25th, 2008 at 1:29pm

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Well, it is interesting that you dont have this 'quirk' but mine does exactly that, if i save in 32 bit in PSP i can open in dxt.bmp and do everything with it, but it either crashes fs9, or i get a blank aircraft!!!

In fact it was one of the first queries i had that Garry answerd for me when i started on this long voyage called 'repainting'  Cheesy
 

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Reply #37 - Jun 25th, 2008 at 1:54pm

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Hagar

I was think that myself afterwards and some folks have various plug ins to aid thing.

I have been on with tas03 this afternoon and there is an ingrained problem and two others since I spoke to him have a problem as well.

The question of DXTBmp and DDS came up.

Problem with formats is they look OK

If I turn a DDS to 32-888-8 I can't transform it at all in photoshop....all that is greyed out indicating a bad bit depth but it checks out OK via the numbers.

However in PSP7 there is no BMP option and the BMP can be scaled and rotated. Almost as if Photoshops ability top handle different types of BMP see a conflict where as PSP just gets on with it.

It's a minefield and that's why I tend to stick to the save in 24 bit and bring in separate alphas.

As you quite rightly say different set ups mean different things

My first model is in beta and one gets it doing odd thing others not so bad some not at all.....same model, same version, different setup.

One good thing about this thread is the amount of oddities that have shown up...all good to know

TD Horse.yep  your problem was of no surprise to me as it is common, but some don't seem to get it.

So frustrating when all you need to do is see it and it won't show.

I hope not too many potentially good painters have been put off by this.......but thread like this will hopefully sort them out.

Garry




 
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Reply #38 - Jun 25th, 2008 at 5:03pm

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To summarise, most of what we've discussed here is irrelevant as the original topic concerns repainting an FSX default aircraft. The edited textures will have to be saved in one of the DDS formats, most likely DXT5.*

If I'm reading it correctly tas03 is using Paint Shop Pro so the question of converting 32-bit images does not arise. I've been told that DXTBmp has problems with the DDS formats used in FSX & that Imagetool is better for this job. Imagetool is included with FSX Deluxe Edition or you can download it in the FS9 Terrain SDK. This version will not open DDS images but can save in that format. I've checked it out in the FSX Demo & it seems to work.

I don't have FSX so obviously can't read the SDKs. From what I've seen of it the texture folders work in a different way to those in previous versions of FS. If it's configured as a standalone aircraft the RCA repaint should only need one Aircraft.cfg entry providing it's pointed at the correct texture folder. The original white variation does not need to be listed on the FSX aircraft selection menu.

*PS. I used an old trick & saved a texture from DXTBmp in DXT3 Extended BMP format. I then renamed the file extension from BMP to DDS. This works fine in the FSX Demo. I had to flip the texture in DXTBmp before saving it.
 

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Reply #39 - Jun 25th, 2008 at 5:29pm

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garryrussell wrote on Jun 25th, 2008 at 1:54pm:
If I turn a DDS to 32-888-8 I can't transform it at all in photoshop....all that is greyed out indicating a bad bit depth but it checks out OK via the numbers.

However in PSP7 there is no BMP option and the BMP can be scaled and rotated. Almost as if Photoshops ability top handle different types of BMP see a conflict where as PSP just gets on with it.

Ah, I think I understand it now. Photoshop can't handle Extended BMP textures direct but it should work if you load the texture into DXTBmp & send it to Photoshop for editing in the usual way. That's the reason I never had these problems.
 

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Reply #40 - Jun 25th, 2008 at 6:45pm

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Nope....this was all done through DXT BMP I have never had problems loading into photoshop and don't have problems saving BMP out of photoshop but many others have done and I have given them the solution.  Photoshop handles the 32 extended quite correctly.....this is the one exception.  I even tried loading as 24 bit which would ignore the alpha but it has no effect......still can't do any transformations on it.

There are guys looking at this.........I do know from what they say there can be problems with BMPs.  The one I have heard back from can't get it to work either.  As to the other who is very experienced suggest the original transformation by DXTBmp into BMP may have  corrupted it

There were several problems

The BMP is corrupt

It was orientated incorrectly

The alpha was not attached correctly

The file was not being read after saving to DDS DXT5....which was the correct format to save into.

Some of my own files have been turned into DDS before without any trouble....the difference here is the files started as DDS where mine started as BMP.

I'm going to try image tool and see if that converts properly






 
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Reply #41 - Jun 25th, 2008 at 7:03pm

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I wouldn't expect a standard graphics editor (even one as advanced as Photoshop) to be capable of working with compressed Extended BMP images including an Alpha Channel. That's what the texture converters like DXTBmp were developed for. They split the Alpha channel from the main image when opening textures so both can be edited separately.

One thing puzzles me about all this. What is the advantage of saving from Photoshop in 32-bit BMP format? I believe Targa format (.tga) is more suitable for creating FSX textures.
 

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Reply #42 - Jun 25th, 2008 at 7:37pm

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That's exactly what the converters do

But as I mentioned before.I am not having trouble with formats like 32 bit or whateverand haven't in  over 600 paints..except the odd occasion I forget to switch to 24 bit and FS crashes without fail.

Here we have BMP that is not behaving properly and it could be that DXTBmp is not coverting the DDS to BMP properly.

I have his files..they and these are the ones that I have sent on to others that work in FS.X

 
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Reply #43 - Jun 25th, 2008 at 7:42pm

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Try Imagetool.
 

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Reply #44 - Jun 26th, 2008 at 3:15am

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Hagar wrote on Jun 25th, 2008 at 7:42pm:
Try Imagetool.


I ended two posts ago that I was going to try image tool...............


 
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Reply #45 - Jun 26th, 2008 at 12:09pm

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did someone mention having Imagetool in FSX deluxe edition?..where is it?..i cant find any...only SDK..
 
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Reply #46 - Jun 26th, 2008 at 4:30pm

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ImageTool.exe should be in the FSX SDK. This is the default path.

C:\Program Files\Microsoft Games\Microsoft Flight Simulator X SDK\SDK\Environment Kit\Terrain SDK\ImageTool.exe
 

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Reply #47 - Jun 26th, 2008 at 5:14pm

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OK

Works fine with image tool

Garry
 
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