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Concord

Last post 08-29-2008, 4:37 PM by Scott Stone. 32 replies.
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  •  08-28-2008, 5:51 PM 17050 in reply to 17039

    Re: Concord

    First off I don't know much about PSP or DXTBMP, however what I would recommend you do is change the file format to DXT 3 and then take a look at your plane.  I use the image tool found in the FSX SDK  to change my file formats.  An extra step I know but it works for me.

     

    Later,

    Ed


    WWA 843
    Toronto Hub

    Luck is when preparation meets an oppotunity
  •  08-29-2008, 5:30 AM 17057 in reply to 17050

    Re: Concord

    DXTBMP does the same thing that imagetool does.  Eoin in your case once you've saved the image in psp you open it in dxtbmp, and then you need to save it as an extended image (I think thats the term it uses).  When you are saving the file it offers you several options.  Usually for FS9 I would save as dxt-3.  I'm not on my machine right now so I'll have to check some of those things and update the answer.

    I'm not sure how FSX uses alpha channels.  In fs9 an all light gray alpha would give the fuselage a nice freshly painted shine......



    EHAM-YSSY B772LR
  •  08-29-2008, 4:37 PM 17079 in reply to 17057

    Re: Concord

    If you're saving in DXT-3 it works exactly the same way in FSX.  The light gray alpha channel will work fine for FSX.  I've never gotten the "send to editor" thing in DXTBMP to work either, I do it manually.  My procedure:

    1. Edit texture file in photoshop or paintshop pro
    2. Save file as a 16-bit targa with alpha
    3. Create alpha-channel bitmap, usually just the light gray as Kim says
    4. Open DXTBMP and load the .TGA file from step 2
    5. Import the alpha channel created in step 3
    6. Save as extended bitmap, usually DXT-3 format

     

    The resulting .bmp is a valid texture file for MSFS.


    =============
    Scott M. Stone
    WWA1712 - Cat-III - Director of Aircraft
    VATSIM 1018857 - C1 Controller - KZSE
    Private Pilot - ASEL + Complex + IFR (almost)
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