Sabre 28 Posted January 12, 2012 Author Report Share Posted January 12, 2012 OK let's see if I have this straight in my head Initally I'm going to stick with editing the Carenado 182 RG II with maybe a slogan and a logo. So here goes see if I have this right 1. Open DXTBmp and disable MIPMaps. 2. Open the copied fuse.bmp in DXTBmp 3. Send to editor (Photoshop in my case) 4. Photoshop opens with a temp file called norm.bmp 5. Add logo and slogan in Photoshop 6. When finished editing hit "save" 7. Return to DXTBmp and locate and open "norm.bmp" 8. Disable "include when saving" and "include 16 bit dither" and save as "whatever.bmp" 9. Overwrite fuse.bmp with "whatever.bmp" to create modified "fuse.bmp" 10. Rename texture folder 11. Edit "aircraft.cfg" with new name of texture folder 12. Check out in FSX Did I miss anything or get anything wrong? Link to post Share on other sites
allardjd 1,853 Posted January 12, 2012 Report Share Posted January 12, 2012 Simi or one of the other experts will know better than me, but the only issue I see in your list is that the edited texture file should have the same name in the new texture folder that it had in the original one. I don't think "whatever.bmp" is going to work if that wasn't the original filename. Also, I once had issues when saving from my graphics editor in the wrong format - I don't recall what the "right" one is, but there's a way to go wrong at that point, but can't remember the details. I've slept since then. John Link to post Share on other sites
Sabre 28 Posted January 12, 2012 Author Report Share Posted January 12, 2012 OK I spotted the MIPMaps disabling business - now I'm actually able to view the programme Link to post Share on other sites
ddavid 149 Posted January 12, 2012 Report Share Posted January 12, 2012 I'd make the new texture folder (remember Texture.Original and Texture.New?) and update the aircraft.cfg before any editing. That way you won't be b*gg*ring up the existing texture. You can also test that the aircraft.cfg edit has worked - there will be 2 identically textured aircraft in your hangar. If you've done the above, then you won't need to change the name of the individual texture file-names. BTW, if'n you do, FSX won't use 'em anyway as the texture filename is immutable - i.e. the alpha-string is stored within the mdl file. If your GPU is relatively up-to-date, mipmaps can be disabled with impunity. Good Luck. Cheers - Dai. Link to post Share on other sites
Sabre 28 Posted January 12, 2012 Author Report Share Posted January 12, 2012 Well I seem to get this done corrcetly up to a point but I think I'm going wrong at the end when I'm saving it. I've done the config test and now have two identical aircraft so that bit works. I seem to manage to: 1. Get DXTBmp to open the file which is Carenado 182 RG fuse.bmp which I have on my desktop 2. Send it to editor 3. Add the logo and slogan in photoshop 4. Save the norm.bmp in the temp location 5. Refresh after edit in DXTBmp and I see the changes I then try to save the file and it's here where I think I'm messing up! I try to save it and get prompted for bit size which is defaulted to 24 bit (not sure what I should select here 16, 24 or 32). I selected 32 bit and then select the location of Carenado 182 RG fuse.bmp which is on my desktop and replace the existing file. I then replace the Carenado 182 RG fuse.bmp in my new textures folder with the one off my desktop but nothing has changed. I pretty sure I'm just being a dummy here but I'm currently stumped :help: Link to post Share on other sites
mutley 4,495 Posted January 12, 2012 Report Share Posted January 12, 2012 Ok, When you have the updated texture back from Photoshop into DXTBmp save as Extended Bitmap DXT5 as below EDIT: You say new textures folder. Is that referred to in your Aircraft.cfg? If not copy an entry like [fltsim.1]title=C Skylane II RG R182 1sim=Carcessna182RGmodel=2panel=1sound=texture=1kb_checklists=Carenado C 182 Skylane RG Checkkb_reference=Carenado C 182 RG_refatc_id=N937CAui_manufacturer="Carenado"ui_type="C Skylane II RG R182"ui_typerole="Single Engine Prop"ui_createdby="Carenado"ui_variation=white red & graydescription=Carenado C Skylane II RG R182atc_heavy=0atc_airline=atc_flight_number=atc_id_color=0000000000visual_damage=1ui_thumbnailfile=thumbnail1.jpg[/CODE]Change the [fltsim1] to the next free number, scroll down the other entries to get this, let's say your last texture is [fltsim.8] then this becomes [fltsim.9]Change the texture=1 line to texture=(name of your new texture folder) For example if your new texture folder is called "texture.sad" then texture=sad Amend any other descriptions as required.You should end up with something like this[CODE][fltsim.9]title=C Skylane II RG R182 SADsim=Carcessna182RGmodel=2panel=1sound=texture=sadkb_checklists=Carenado C 182 Skylane RG Checkkb_reference=Carenado C 182 RG_refatc_id=N937CAui_manufacturer="Carenado"ui_type="C Skylane II RG R182"ui_typerole="Single Engine Prop"ui_createdby="Carenado"ui_variation=SADdescription=Carenado C Skylane II RG R182atc_heavy=0atc_airline=atc_flight_number=atc_id_color=0000000000visual_damage=1ui_thumbnailfile=thumbnail1.jpg[/CODE] Link to post Share on other sites
simi_av8r 0 Posted January 12, 2012 Report Share Posted January 12, 2012 Seems you're doing it right, have you added a new entry on the aircraft.CFG for the Cessna as in the example by Joe above, without this it won't show on fsx... If you're still struggling, i've had a dig in my old links and found a repaint tutorial from CalClassic that i once used. It's was rather detailed for the time and went into showing the techniques for weathering, night-lighting and so-forth, might be of use to you? another thing you may find useful is the ABACUS FSRepaint Demo as it allows you to pre-view your aircraft repaints without the hassle of loading/quitting FS9/X every time you want to see how it's looking - something i (and i'm sure many others) get very tired of very quickly! You do not need to purchase it as the demo version will allow you to view any a/c installed in FS9/X with a correct aircraft.cfg entry...if it isn't installed correctly, it won't show. Link to post Share on other sites
Sabre 28 Posted January 12, 2012 Author Report Share Posted January 12, 2012 Thanks again everyone, I now have it working yippee :yahoo: I had the aircraft.cfg correct so I assume it was something to do with saving as Extended Bitmap DXT5 instead of DXT3 Out of curiosity should I be saving as 16, 24 or 32 bit? I used 24 bit this time but which is best for FSX repaints? Next question is a Photoshop thing - what's the best way to put a flag on the tail and also what's the easiest way to change the registarion number when editing as opposed to repainting from scratch? Another dummies question showing my complete lack of knowledge on repaints and photoshop - how are you able to revisit and edit the repaint - can you get access to the layers again once you've saved your work back to bmp Link to post Share on other sites
simi_av8r 0 Posted January 12, 2012 Report Share Posted January 12, 2012 Thanks again everyone, I now have it working yippee :yahoo: I had the aircraft.cfg correct so I assume it was something to do with saving as Extended Bitmap DXT5 instead of DXT3 Out of curiosity should I be saving as 16, 24 or 32 bit? I used 24 bit this time but which is best for FSX repaints? Next question is a Photoshop thing - what's the best way to put a flag on the tail and also what's the easiest way to change the registarion number when editing as opposed to repainting from scratch? great news Sabre, glad to hear it's working. usually, i save as 32-bit as they are less compressed and use more space, but for the sacrifice of disk space you get a deeper colour depth in your textures with the added benefit of having them more crisp as they're not compressed down and interpolated. As for Photoshop, they are a few ways of doing the flag thing, easiest would be to open both the repaint and the flag. Create a new layer on the repaint above/below the layer you want it to be on (e.g above the fuselage paint but below any weathering effects you may have added) making sure the new layer is selected in the Layers Pallet. Next, go to the top menu area and drag the flag title bar (the bit that shows the file name and type of the flag) to create a new window within Photoshop. Next, open the Layers Pallet and select the layer the flag is on (you may need to unlock it first). Clean away any extra areas (e.g. a white/coloured background) from the flag and the drag the flag layer from the pallet onto the repaint window. This will drop the flag layer onto the repaint, now close the new flag window we made, saving it as a PSD in case anything goes wrong - hey, it happens to all of us! Now. you should be able to reposition and resize the flag layer on the repaint as you wish... As for the registration, keep this as TEXT (rather than rasterized) on a separate layer over the fuselage paint, then if you want to change it it's a simple operation of just editing the text layer. anything else? Link to post Share on other sites
mutley 4,495 Posted January 12, 2012 Report Share Posted January 12, 2012 Hi Graeme, I am so pleased things are working and starting to make sense now. There will be no stopping you! Thanks Simi and sorry for butting in! Link to post Share on other sites
UKJim 502 Posted January 12, 2012 Report Share Posted January 12, 2012 Just some more hit on this for photoshop editing... When you load the texture in PS you have a layer called 'background' and it is locked. Duplicate this layer and delete the locked one. Right click on the layer and click on 'Blending options' or something like that - choose 'Multiply' Now create a new layer and place this below the background layer Paint using this new layer and you should still see the background coming through. This is good with white textures where there are rivets and doors etc that you wish to keep. Glad you got it working buddy! Link to post Share on other sites
Sabre 28 Posted January 12, 2012 Author Report Share Posted January 12, 2012 Another dummies question showing my complete lack of knowledge on repaints and photoshop - how are you able to revisit and edit the repaint - can you get access to the layers again once you've saved your work back to bmp Please anybody butt in - anything and everything helps atm OK I think I'm starting to understand at least some of this but the above bit still has me confused. As mentioned I now have my edited fuse.bmp file with my logo and my slogan. After closer inspection I wish to edit the logo position slightly and then go on to add flag and reg number. Is there a way to get at the layers I created in the original .psd file I worked on? How can I get back to them, I assume I would need to load up the fuse.bmp file through DXTBmp presumably this will create another temporary norm.bmp without layers? I saved the original SAD.psd file could I load that after DXTBmp creates the new norm.bmp and then make more amendments and save that as the norm.bmp file in te temporary location? Again I assume I'm missing something simple as people surely don't do repaints in one sitting Sorry for all the questions guys, I really do appreciate everyones time with this :thanks: Link to post Share on other sites
mutley 4,495 Posted January 12, 2012 Report Share Posted January 12, 2012 Go through the usual procedures, send the file out to Photoshop via DXTBmp, then load your SAD.psd at the same time and make the alterations copy it as merged and paste into the new norm.bmp as a layer, delete the old layer and re-save then norm.bmp and re-import into DXTBmp. Should work ok? Link to post Share on other sites
UKJim 502 Posted January 12, 2012 Report Share Posted January 12, 2012 Another dummies question showing my complete lack of knowledge on repaints and photoshop - how are you able to revisit and edit the repaint - can you get access to the layers again once you've saved your work back to bmp Please anybody butt in - anything and everything helps atm OK I think I'm starting to understand at least some of this but the above bit still has me confused. As mentioned I now have my edited fuse.bmp file with my logo and my slogan. After closer inspection I wish to edit the logo position slightly and then go on to add flag and reg number. Is there a way to get at the layers I created in the original .psd file I worked on? How can I get back to them, I assume I would need to load up the fuse.bmp file through DXTBmp presumably this will create another temporary norm.bmp without layers? I saved the original SAD.psd file could I load that after DXTBmp creates the new norm.bmp and then make more amendments and save that as the norm.bmp file in te temporary location? Again I assume I'm missing something simple as people surely don't do repaints in one sitting Sorry for all the questions guys, I really do appreciate everyones time with this :thanks: Unfortunately I do not believe you can get layers out of BMP - what I tend to do is save the BMP and also save the photoshop file (.PSD) this will save the layers. I do paints one section at a time - so no not all in one sitting. Only if I change something slightly is it in one sitting Link to post Share on other sites
PanzerFodder 0 Posted January 12, 2012 Report Share Posted January 12, 2012 You might pick up a few tips here m8y http://www.simmerspaintshop.com/ . A little PS plug-in called remove white is what your looking for Here's the link http://www.simmerspaintshop.com/forums/downloads/filters-photoshop-paintshop-pro/11/remove-white-63/ if you can get it working you should be able to make a clear template that just had the rivets and black lines on it, all the IL2 painters used to use this one . They have some handy fonts that you can download, if you want to get into that as well? Cheer's...Graham... Link to post Share on other sites
Sabre 28 Posted January 13, 2012 Author Report Share Posted January 13, 2012 great news Sabre, glad to hear it's working. usually, i save as 32-bit as they are less compressed and use more space, but for the sacrifice of disk space you get a deeper colour depth in your textures with the added benefit of having them more crisp as they're not compressed down and interpolated. As for Photoshop, they are a few ways of doing the flag thing, easiest would be to open both the repaint and the flag. Create a new layer on the repaint above/below the layer you want it to be on (e.g above the fuselage paint but below any weathering effects you may have added) making sure the new layer is selected in the Layers Pallet. Next, go to the top menu area and drag the flag title bar (the bit that shows the file name and type of the flag) to create a new window within Photoshop. Next, open the Layers Pallet and select the layer the flag is on (you may need to unlock it first). Clean away any extra areas (e.g. a white/coloured background) from the flag and the drag the flag layer from the pallet onto the repaint window. This will drop the flag layer onto the repaint, now close the new flag window we made, saving it as a PSD in case anything goes wrong - hey, it happens to all of us! Now. you should be able to reposition and resize the flag layer on the repaint as you wish... As for the registration, keep this as TEXT (rather than rasterized) on a separate layer over the fuselage paint, then if you want to change it it's a simple operation of just editing the text layer. anything else? Thanks again Simi, very useful indeed. The only thing I haven't been able to do is save using 32 bit. If I use 24 bit everything works great. If I use 32 bit it doesn't. I don't know if this is something to do with Carenado paints or something I'm doing. Go through the usual procedures, send the file out to Photoshop via DXTBmp, then load your SAD.psd at the same time and make the alterations copy it as merged and paste into the new norm.bmp as a layer, delete the old layer and re-save then norm.bmp and re-import into DXTBmp. Should work ok? Works an absolute treat Joe, thanks again for the help. I've concentrated on some basic editing to get me started on painting so I've now managed to add my AH logo, flag and slogan onto the fuselage and change the registration markings so all in all for a novice with lots of help here I'm pretty pleased. The only thing that failed is that I tried to put the logo onto the wings but the fuse2.bmp only shows one wing so by adding it is reversed on one wing when you load into FSX. I'm assuming that this is something to do with the Carendo texture being" reflective in some way. I think it's the same with the tail as I only added one flag and it's on both sides of the tail. I'm going to try a couple more minor edits tonight and then get back to some flying before I try a full repaint from scratch. Thanks again for all the input, it's greatly appreciated. Cheers Graeme Link to post Share on other sites
UKJim 502 Posted January 13, 2012 Report Share Posted January 13, 2012 To mirror a layer you can find 'transform' in one of the menus - go on that and two options are useful... Flip horizontal Flip vertically These do just that! Link to post Share on other sites
simi_av8r 0 Posted January 13, 2012 Report Share Posted January 13, 2012 Thanks again Simi, very useful indeed. The only thing I haven't been able to do is save using 32 bit. If I use 24 bit everything works great. If I use 32 bit it doesn't. I don't know if this is something to do with Carenado paints or something I'm doing. it may be something to do with the Default 32-bit file types saved from PhotoShop...if i recall, when saving to BMP from PhotoShop, it gives you a choice of options for the file type/bit depth etc. Selecting 32bit and clicking 'Advanced' on the dialogue box should show a tick against one of the 16-bit options, nothing else - change it if it is different otherwise leave this as is, because it interferes with DTXBmp. Also, there is a check box that says 'flip row order' at the bottom, that should be unchecked. Also, when saving from DTXBmp, if you choose "Save As" and then "Extended BMP" you can then choose the DTX5 file format - although I'd wager you're already saving this way? Link to post Share on other sites
Sabre 28 Posted January 13, 2012 Author Report Share Posted January 13, 2012 To mirror a layer you can find 'transform' in one of the menus - go on that and two options are useful... Flip horizontal Flip vertically These do just that! Thanks Jim - I tried the flip option but then had the reverse situation with one wing correct but the other incorrect. When I added the logo to the RG182 wing I only added one logo to one wing in the fuse2.bmp but the logo appears on both wings with one logo reversed hence the impression it is reflective somehow. It may be something to do with the Default 32-bit file types saved from PhotoShop...if i recall, when saving to BMP from PhotoShop, it gives you a choice of options for the file type/bit depth etc. Selecting 32bit and clicking 'Advanced' on the dialogue box should show a tick against one of the 16-bit options, nothing else - change it if it is different otherwise leave this as is, because it interferes with DTXBmp. Also, there is a check box that says 'flip row order' at the bottom, that should be unchecked. Also, when saving from DTXBmp, if you choose "Save As" and then "Extended BMP" you can then choose the DTX5 file format - although I'd wager you're already saving this way? Thanks Simi I'll check into the options when I get in to see if that makes a difference. As you guessed I already save the Extended BMP as DXT5 Link to post Share on other sites
UKJim 502 Posted January 13, 2012 Report Share Posted January 13, 2012 Ah yes I've had that before too; the way the texture is wrapped! Unfortunately I don't think you can change that without modifying the actual model and texture mapping! Sorry it didn't help! Link to post Share on other sites
Sabre 28 Posted January 13, 2012 Author Report Share Posted January 13, 2012 Ah yes I've had that before too; the way the texture is wrapped! Unfortunately I don't think you can change that without modifying the actual model and texture mapping! Sorry it didn't help! No problem Jim - I've been digging around on AVSIM Forum and I've found that some of the earlier Carenado Textures have a couple of mirrored areas. The 182 is one of these aircraft, both the tail and the wings are mirrored and therefore any non-symmetrical items such as some logos and text will get mirrored. Simple paint flashes or roundels etc will be ok. At least it wasn't me doing something daft for a change :rofl: Link to post Share on other sites
Sabre 28 Posted January 13, 2012 Author Report Share Posted January 13, 2012 Out of interest this video by Bill Womack is superb for tips on painting effects on Carenado aircraft (though I suspect they are transferrable). Worth a watch for budding painters Link to post Share on other sites
Sabre 28 Posted January 14, 2012 Author Report Share Posted January 14, 2012 More tinkering with different effects for weathering and such like and I'm reasonably pleased with my first attempt at a bit of editing and painting. Thanks to all that helped me get even this far Link to post Share on other sites
PanzerFodder 0 Posted January 14, 2012 Report Share Posted January 14, 2012 Not bad at all m8y Do you want me to put that logo inside a shield ? Cheer's...Graham... Link to post Share on other sites
UKJim 502 Posted January 14, 2012 Report Share Posted January 14, 2012 I like it mate great work Link to post Share on other sites
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now