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Problem opening FS2004 paint files... (Read 609 times)
Sep 14th, 2009 at 5:41pm

UnitedExpress4180   Offline
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Hey,
I'm waiting for an FS2004 disk to arrive in the mail, so I decided to download some paint kits. The problem is, for some reason, I can't open the .bmp files. I can open other .bmp's, so this is a little odd. I'm running Vista 32 bit, but I don't think that would be a problem. Maybe it's the compression? Would the installation of FS2004 add some codec or something? I'm not sure what the problem is, but could someone give me some advice?
 

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Reply #1 - Sep 14th, 2009 at 5:59pm

ShaneG   Offline
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Download and install this program.

http://www.btinternet.com/~mnwright/programs/dxtbmp.htm


Then use it to open the .bmp files.   FS uses 'extented bit maps' which I don't really understand myself, but I do know that they must be converted to a 24bit bmp to be able to edit them in normal paint programs such as gimp, or PSP.

The above program, DXTBMP, will do this, and more. Wink

 
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Reply #2 - Sep 14th, 2009 at 6:00pm

UnitedExpress4180   Offline
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Thanks. Smiley
 

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Reply #3 - Sep 14th, 2009 at 7:10pm

JoBee   Offline
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ShaneG wrote on Sep 14th, 2009 at 5:59pm:
FS uses 'extended bit maps' which I don't really understand myself, but I do know that they must be converted to a 24bit bmp

Think of bitmaps as being a class of image files. In that class are several different formats including several different types of extended bitmaps.

Some of the bitmaps used in FS are 24 bit and can be viewed by any image viewer. The panel bitmaps in the panel folder for the 2D panel are a good example.

The extended bitmaps used by FS for the 3D models consist of 8 bits per pixel for each RGB channel (Red, Green , Blue), for a total of 24 bits. This is the same as most common bitmaps.

Where the extended bitmaps differ is they also have 8 bits per pixel for the Alpha channel which controls reflections/transparencies.

What DXTBmp does is seperate the Alpha channel from the RGB into 2 seperate and editable images. When you save an extended bitmap with DXTBmp it combines those 2 images back into 1 extended bitmap usable by FS.

Hope this helps clear things up.
Joe
 

Don't argue with idiots, they drag you down to their level and beat you with experience.
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Reply #4 - Sep 14th, 2009 at 8:24pm

ShaneG   Offline
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JoBee wrote on Sep 14th, 2009 at 7:10pm:
ShaneG wrote on Sep 14th, 2009 at 5:59pm:
FS uses 'extended bit maps' which I don't really understand myself, but I do know that they must be converted to a 24bit bmp

Think of bitmaps as being a class of image files. In that class are several different formats including several different types of extended bitmaps.

Some of the bitmaps used in FS are 24 bit and can be viewed by any image viewer. The panel bitmaps in the panel folder for the 2D panel are a good example.

The extended bitmaps used by FS for the 3D models consist of 8 bits per pixel for each RGB channel (Red, Green , Blue), for a total of 24 bits. This is the same as most common bitmaps.

Where the extended bitmaps differ is they also have 8 bits per pixel for the Alpha channel which controls reflections/transparencies.

What DXTBmp does is separate the Alpha channel from the RGB into 2 separate and editable images. When you save an extended bitmap with DXTBmp it combines those 2 images back into 1 extended bitmap usable by FS.

Hope this helps clear things up.
Joe



Excellent explanation. Smiley

Thank you very much. Smiley
 
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