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View Full Version : Alpha in TomRuth's A330-300?



chainchomp2
04-25-2010, 10:56 PM
Resolved 4/27/2010, although I have no idea what I did, apparently I just put the layers under a new base, changed the texture configuration file, and saved in another format. Expect a release in the near future!

EVERYTHING BELOW THIS LINE IS OUTDATED

Hello, first I would like to say that this is my first post on the flightsim community since I've moved somewhat from trainsim to flightsim after several years in the trainsim department.

I'm in the process of repainting Tom Ruth's A330-300 in the Delta colors, as I've been flying the included Northwest Airlines texture for a long time, and as these do not exist anymore in Northwest colors, after a search to no avail of a Delta texture, I decided to make my own.

You can find the model and paint kit here:
http://www.flightsim.com/file.php?cm=SEARCH1&fsec=0&fname=toma333b-1.zip
http://www.flightsim.com/file.php?cm=SEARCH1&fsec=0&fname=tompkit2.zip

My programs are:
Windows 7 64-bit
Adobe Photoshop CS3
DXTBMP
FSX Acceleration

My experience in repainting is quite minimal, but I have done one project in the past that is uploaded to this library as of now; Tom Ruth's A340 series in South African colors:

http://www.flightsim.com/file.php?cm=SEARCH1&fsec=0&fname=a340saarepaints.zip

I've also done a few personal-use repaints using the textures of other developers by either using it on another model (Tom Ruth's models (as is the A330 and A340 family) are quite similar and can use the same texture template for two models, for example the A340-300 and A330-300, I used the Finnair texture on the library and changed the registration and pylon numbers and put it on the A340-300), or by correcting a few missed details (blurred texture, incorrect registration, some misplaced colors, such as some of the black specks on the recent Aer Lingus A330-300 repaint which were on the engine rim), though I can't release these until I get the permission from the developers.

This time so far I've made a Delta texture from scratch and I plan to release this one as it's an original, initially I used the paint kit (tompkit2.zip for A343 and A333) as a base but found the pylon number was 4 instead of 2 so I used the included NWA texture as a base. There were some points where I lowered the opacity of the main Delta layer to see under to the NWA layer, but I never saved the layers while transparent, I hid the NWA layer and I saved the image a PNG as I did with the SAA textures, saved the PSD so I could edit it later, and loaded the image into DXTBMP. I used the alpha channel from the included NWA texture (the alpha channels for all three included textures were the same anyway) and saved it into my texture folder in DXT5 format (no mipmaps).

What's in my texture folder you ask? At that time was only the texture.cfg file (I would change the wing textures later), it read as is:


[fltsim]

fallback.1=..\texture.NW
fallback.2=..\..\..\..\Scenery\Global\texture
fallback.3=..\..\..\..\..\..\Scenery\Global\texture

I followed the trend of other textures I had which all used a texture.cfg that corresponds to the included texture that uses its specific engine model (for example, an Etihad Airways texture.cfg would link to "texture.DR" which uses the rolls-royce model as it does itself). I did the same with my SAA textures using the same texture.cfg from the included textures, and I have no idea how they actually work.

After I finished the wing textures, the finished product looks as:

http://www.flightsim.com/vbfs/attachment.php?attachmentid=65049&stc=1&d=1272249077

As you might see, you can see evidence of the NWA texture from within through the alpha, this did not change whether or not I removed the alpha channel and put the plane in a broad daylight setting.

These are what the textures for the transparent areas as images and were saved at 100% opacity:

Engines
http://www.flightsim.com/vbfs/attachment.php?attachmentid=65050&stc=1&d=1272249230
Fuselage
http://www.flightsim.com/vbfs/attachment.php?attachmentid=65051&stc=1&d=1272249235
Tailfin
http://www.flightsim.com/vbfs/attachment.php?attachmentid=65052&stc=1&d=1272249240

As you might infer, these are simply the areas that most contrast with the other paint (i.e. you probably can't see a white NWA fuselage through a white Delta fuselage).

It disappears when the plane surface is not reflective or in brightness (the alpha is not active)

http://www.flightsim.com/vbfs/attachment.php?attachmentid=65053&stc=1&d=1272249593

This may still be an enjoyable, silly, if not ironic texture for the A330-300 in Delta colors, but I really want to get rid of the NWA texture that can be seen through the Delta texture, or maybe someone could tell me how this happens, any tips? I have tried everything at this point, remember I'm still new to repainting :p.