MADtoCAE From , joined Dec 1969, posts, RR: Posted (10 years 2 days 6 hours ago) and read 3001 times:
So, I got photoshop, started painting a KLM 744, OK everything is goin well.
Ive got 2 problems:
1. When I add a logo to the tail fuselage or whatever, how do I know what size te repaint it to?
2. DXBmp... well, I know the paints dont work without this but I have no idea of how it works. What do I do with it?
MIAspotter From Spain, joined Nov 2001, 2998 posts, RR: 23
Reply 1, posted (10 years 1 day 16 hours ago) and read 2985 times:
Hmmm... Ok I am totally useless on photoshop but I can help you with DXTbmp
Right you need DXTbmp to convert the textures into a format that FS uses to "read" textures DXT3, DXT1 or 32bits.
First after you have finished the repaint in photoshop or paintshop or whatever you use, you open it on DXTbmp simply by drag-and-dropping it into the DXTbmp window. then you add the alpha layer (so that the plane shines in the sim) after that you save it in the format of your preference. on DXT3 the texture will load faster on the aircraft but you compromise a bit of sharpness (not sure if its true), I prefer saving them in 32 bit 888-8 because they look sharper.
ZSOFN From United Kingdom, joined Jun 2005, 1450 posts, RR: 5
Reply 2, posted (10 years 1 day 16 hours ago) and read 2983 times:
In answer to question 1:
Working out the size of the font you should use is really a case of trial and error until it looks right. As scales can differ on paint kits, there's no way of giving a more definitive answer than this.
NorthStarDC4M From Canada, joined Apr 2000, 3150 posts, RR: 35
Reply 5, posted (10 years 1 day 10 hours ago) and read 2955 times:
AIRLINERS.NET CREW CHAT OPERATOR
if its the POSky paintkit, the full fuse sides are not the actual textures. Next thing you need to do is open up the texture folder, find *_bodyl_t / *_bodyr_t and paste your fuselage textures into position on them.
Best suggestion i can make is this: anytime you are going to paint a plane, download an already painted version and take a look at what is in the texture folder. The files you see in there are the ones you NEED to have in yours. Any others won't show on the model.
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