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  • PAINTING LIVERIES FOR AIRCRAFT's SHARE YOUR LIVERY

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  1. Version 1.0.0

    56 downloads

    Sticker for the airing of the Doraemon the Movie 30th. Textures only, no model included For use with (-300 no ER Pratt & Whitney Engine variant) I will no longer write sim version in title anymore since it's specified on file section.
  2. Version 1.1

    172 downloads

    Sticker for airing of Doraemon the Movie 38th Textures only, no model included. (Configuration : 4 door no winglet GE engines)
  3. Version 1.0.0

    57 downloads

    TG's Special livery in commemoration of HM King Rama X reign in 2019 textures only, no model included configuration : -300 no ER with Rolls Royce engines with proper permission to upload from original painter at FB Page : Airbrush Simulator
  4. 94 downloads

    TL;DR can be used from FS2004 and ahead Add this to title : +A4000 +TF92000 +D00 for correct winglet and options
  5. Version 1.0.0

    25 downloads

    Texture only as always. Once upon a time, this thing was used for US flight from Thailand. Well, it's now resting silently at U-Taphao Intl in favor of newer B77Ws
  6. Version 1.0.0

    52 downloads

    Repaint, AI flight plan and ADE airport files relating to the TAG Airlines C208B base in Guatemala City. An HD targa file is included for users of FSX and P3D. See readme file for complete details. By Doug Roth
  7. Version 1.1

    651 downloads

    FS2004 University of Illinois (U of I) C-45H N9887Z/52-10603/AF-533. This repaint is from a photo of a 1953 University of Illinois C-45H, N9887Z, that my great-grandfather co-piloted in 1960 with the Illinois State Water Survey, doing thunderstorm research. This repaint requires Cliff Presley's re-packaged simTECH Flight Design's freeware Beech 18 which you can find here. Repaint by Joshua B. Nyhus.
  8. Version 1.1

    446 downloads

    FS2002 North American P-51 "Black Magic". A fictional air racer repaint. Requires the Reno Air Racing P-51 package by Roger Dial and associates, which can be found here. Repaint by Joshua B. Nyhus.
  9. Version 1.0.a

    43 downloads

    This is the nd in a serious of repaints for countries that flew the North American T-28 in their military. Ten T-28As were ordered by the Batista regime but were never delivered owing to an arms embargo, although at least one T-28 seems to have been acquired at some stage which was put on display at a museum at Playa Girón. This version represents that aircraft. T28 Cuba AF.zip
  10. Version 1.0.0

    45 downloads

    After extensive enhancement work on the paint kit I present this repaint for the Mike Cronin Aero Commander 500S AI model - 4_ga_aero_commander_500s.zip see readme for file information. I did not develop a lightmap for this file. For FS2004.
  11. Hello amazing repainters, I would absolutely love if someone could do the following repaints for the following airlines' and aircraft for FSX; - Vistara B737-800 (for Default FSX B737-800) - Spicejet/9W Hybrid (for Default FSX B737-800) https://www.google.com/url?sa=i&url=https%3A%2F%2Fwww.flightradar24.com%2Fdata%2Faircraft%2Fvt-sys&psig=AOvVaw1xzw7mZWEOFDEC2HsdFmFC&ust=1616853296841000&source=images&cd=vfe&ved=0CAIQjRxqFwoTCKjf5YWOzu8CFQAAAAAdAAAAABAI - Air India A321 (for Default FSX A321) N.B - Could the respective repainter please also paint the default FSX A321's IAE styled engines with the livery's engine paintjob too to the best of their capabilities? Thanks! And if someone could please repaint the Nepal Airlines A330-200, that would be amazing! (for the FSX Tom Ruth A330-200) I know I'm asking for a lot but if anyone could do any of these repaints I would be absolutely grateful. Thank you in advance! :cool:
  12. How To Create Your Own MSFS 2020 Liveries by vLegion_ Introduction Past versions of Microsoft Flight Simulator have had vast numbers of freeware repaints created for them, and there's now no reason to think that MSFS 2020 will be any different. However, the techniques for creating liveries/skins are new and will have to be learned by those interested. vLegion_ has created several videos to help you get started and has allowed us to present them here. Hopefully this will get your creativity going. Please remember to share your repaints with us though the FlightSim.Com file library. MSFS Livery Tutorial Hi guys, I have made a video on how to create your own liveries in MSFS 2020. This has been a highly requested video in my discord so here it is. I kept it as short as possible. Please comment if I can assist further, I will try my best to assist. Download Template (Does not include DDS editor) Download NVIDIA Texture Tools Download Liveries Pack (Official Pack Download) How To Installation: Open the downloaded file Extract to a location of your choosing Open your game files folder Default Locations are: Steam // %appdata%\Roaming\Microsoft Flight Simulator\Packages\Community\ Microsoft / Game Pass: Go to %localappdata% (search using windows search), then Packages\Microsoft.FlightSimulator_RANDOMLETTERS\LocalCache\Packages\Community Install the files from the GAME READY Folder into the Community folder. If you have already installed the mega pack, then you will need to update your Layout.json // Located in AppData\Roaming\Microsoft Flight Simulator\Packages\Community\liveries-a320 && Aircraft.cfg // Located in AppData\Roaming\Microsoft Flight Simulator\Packages\Community\liveries-a320\SimObjects\Airplanes\Asobo_A320_NEOas explained in the video. Full readme available in download, too long for description. Editing Install DDS Editor if you're using Photoshop(available here). Open the four provided PSD's Alter Image / Colors as Required To Change color click the panel in the right that says PAINT HERE Use the provided guidelines to assist with the creation of your skin, make sure to hide them when you're finished so they're not in your final export. Save file to the directory of your template as DDS using Ctrl + Shift + S Launch Game Enjoy your new skin! vLegion_ My Youtube Channel My Discord MSFS Livery Mega Pack Discord
  13. Does anyone know if there is a 29 (BATUS) flight Army Air Corps repaint (Green,sand/hemp and dayglo scheme) for the UKMIL Gazelle AH1? If not anyone fancy doing one?
  14. Quite a simple repaint but that's what I needed to get back into it. And yes, it's another freighter screenshot post from me. Sorry!:D I hope you like it. I shall probably upload it to the library soon. It's for the Vistaliners B734. Happy flying!!
  15. Hi guys, Was just wondering if anyone would be kind enough and interested in doing a Congo Airways repaint for the PA CFM A320. I have attached a photo which is not my own:). Many thanks.
  16. Basic Tutorial For Painting With Photoshop By David Robles So you want to start painting... Well before we begin this tutorial, here are a few tips which will aid you when painting. First don't rush, sit back and think of what you want to achieve. Secondly, once you have gotten over the initial learning curve, painting is a relatively simple task and one that is extremely enjoyable. Learning how all the individual painted pieces fit together is all part of the experience and one that is highly satisfying. In this set of tutorials, I will attempt to show you the procedures (the ones I use) for creating a believable likeness of an aircraft. So let's start! The first thing you will need is some software which enables you to read extended and DDS formatted bitmaps. Personally, I use MW Graphics editors, which are free, and read all forms of images, from CFS2 to Prepar3D textures. The one you are looking for however, is called DXTBmp, which can be found at this link: http://www.mwgfx.co.uk/index.htm Now for your painting program. I use Photoshop 6, which is an older version of Photoshop, but one that fulfills my needs. If you decided to get a more up-to-date version of this program, then you will be able to create even better images. http://www.adobe.com/products/photoshop.html However, Photoshop can be expensive so a free alternative is a great program called Gimp. Although perhaps not as user-friendly as Photoshop, it is still capable of some stunning results, so it's well worth checking out. https://www.gimp.org/downloads/ Please be aware that many members using Windows 10 are reporting that Gimp fails to work with this operating system: http://gimpforums.com/thread-windows-10 http://www.gimp.org/release-notes/gimp-2.8.html And finally, there's Summitsoft's 4000 OpenType Font's for the lettering and numbering of different aircraft. http://www.amazon.ca/Summitsoft-00192-2-4000-Fonts/dp/B002MFVTXS Now that we have gotten all our software together, let's begin! Lesson 1 - Thumbnails In this lesson we will learn how to make the appropriately sized (and lettered) thumbnails that FSX uses when displaying aircraft within the main inventory aircraft list. Why? Well, for two reasons... 1st to get you familiar with Photoshop (or equivalent program) which will include: How to size, paste, create a multiple photo palette, and lettering images. As well as this, we'll be looking at how to save PS images, hiding and recalling work within the PS image and correcting mistakes without having to redo the entire project. 2nd FSX requires thumbnails to display installed aircraft/vehicles etc. However, many payware and freeware add-ons have the incorrect sized thumbnail included with their paint, and even though FSX can read these different sized images, they look mismanaged and unsightly. FSX ideal and recognized thumbnail format is 256 X 128. Anything larger or smaller simply eats additional CPU cycles whilst FSX tries to resize the image to a readable format. The result is that loading times are increased. The more incorrectly sized thumbnails you have, the slower your loading times will be! Step One: 1. Copy any jpeg photo from your hard drive onto the desktop. 2. Open Photoshop. 3. Click on 'File' in the main menu. 4. Click on 'Open' within the 'File' pulldown menu. 5. Select the photo you placed on the desktop. 6. Import the selected photo. 7. Select Color Range from the toolbar/floating dock. 8. Select Paint Brush size. 9. Paint the entire picture one solid color. It should look like the image below when done. 10. Save as 'Master Thumbnail' and choose jpeg format. 11. Click on the Image tab. 12. Select Image Size in the 'Image' pulldown menu. 13. Untick the Constrain dialogue box. 14. Resize image to 256 X 128. 15. Your new image size is 256 X 128. Save as a jpeg and also as a Photoshop file. This Photoshop file is your new master thumbnail. You will be using the Photoshop file from this point on, with the jpeg being your back-up image (in case you delete or destroy the Photoshop file). 16. Now at this point we need to get an aircraft image, one that we wish to use in the creation of our thumbnail. Step Two - Creating The Thumbnail 1. The easiest way to create an attractive thumbnail is by using FSX itself, so let's load FSX. 2. Once FSX has loaded, select the aircraft that requires the thumbnail. 3. Once the aircraft appears on the 'Select Aircraft' screen, click the details area on FSX. The image (shown below) should appear with the selected aircraft within it. Now, using your screen capture program or Windows' very own Print Screen tool, let the aircraft rotate around until you think it's at the best angle for your thumbnail. When it is, select 'Print' or capture the image. Save the image as a png or jpeg image and place it on your desktop. We will use this image to create our thumbnail. We'll now exit FSX and restart Photoshop for the final creation of the thumbnail. 4. Using what we learned earlier, open the aircraft and master PS thumbnail in Photoshop. 5. Now using the 'Marquee' tool, create a rectangle around the aircraft image by dragging your mouse across the image. Going from the upper left hand corner to the lower right hand corner of the aircraft seems to work well. Don't worry if it doesn't work on the first try, as it usually takes some practice to get right. 6. Now, under the 'Image' pulldown tab, select 'Crop'. You should now have this image after cropping. 7. After cropping, we need to resize the image so that it works with FSX. With that said, let's open up the 'Image' tab again and select the 'Image Size' dialogue box. We will need to use the 'Constrain Proportions' tool, so tick this box. 8. Now let's resize the width of the image to 256. The height may not be 128 but we'll address that in a moment. For this example, the thumbnail has worked out at 256 X 98, which is slightly too small. However, as mentioned, this will be rectified so that its final proportions will be 256 x 128. Using the 'Marquee' tool, create a rectangle of the whole image and then, using the 'Edit' tab, copy the image and place it into the master thumbnail Photoshop image. 9. Now click on the 'Eyedropper' tool and scan over any color on the image we've just pasted. The objective here is to paint out the white areas located at the top and bottom of the image. Next, in the 'Layers' pane, click on the background tab. This will allow you to use the paint brush so as to color in the white areas only. 10. Click on the 'Paint Brush' tool in the toolbar/floating dock. Then, in the Paint Brush selector, leave mode on normal and pressure at 100%. Choose a brush that is small enough so as to not paint the entire image background. For example, a brush size of 35 would work well with an image of these proportions. 11. Using the 'Paint Brush' tool, match the background to the foreground of the thumbnail. You can use the 'Eyedropper' tool to get samples of the colors needed as you go along. The objective is to paint out the white areas of the image so that it looks like one complete photograph. Still as the master Photoshop image, save the file. Your final painted image should look like this. 12. Now we're going to add text to the thumbnail. 13. Tab on the text size option to find the required size and font you wish to use. 14. Type in your required text using the move tabs in the texting block. At the same time, you can position the text to the area you desire. Finally, click on the 'Paint Brush' tab to lock the script into the Photoshop project. And that's it! You've just completed your first FSX Thumbnail! Now all you need to do is save the file. First save as a Photoshop file and then as a jpeg file naming it 'thumbnail'. Now place the thumbnail into the Texture folder of the aircraft that requires it. The steps we've just used, will aid us in the painting of aircraft textures, but this will be looked at in a later tutorial. For now, practice and we will continue at a later date. Have fun and until next time... David Robles YouTube Channel "David Robles FSX"
  17. How To Be A Repainter Part Nine Taking Things Further By Alejandro Hurtado (17 November 2006) The title, of course, was taken from Boeing publicity. I must confess that I love this company: 37% of my repaints are 727 and 737 planes. With more than 3000 units of both models, many of them painted and repainted over the past decades, I don't think that any repainter can tell that it's bored of this particular couple. But if you followed my previous articles, and if you did my practical exercise, you may have noted that it was a simple one: just for beginners. So I started to feel that it was necessary to do another exercise, this one more complex. And I started to feel that it would be a good idea to choose a totally new model for me. After all, it will put me again at the point of examining the textures as if I were a novice repainter. To make it more real, this article will be written in real time. My first step was to make an inventory of the models with "open repaint policy", plus the models which I already have permission to repaint but I have never done. And I chose the Douglas DC-8-60 model. Why? First, it's almost a new plane for me. I have flown this plane before, a Cygnus Air repaint of the Historic Jetliners Group's model. The first time, I remember fighting with the autopilot all the way up and down to the nearest airport until I did the first thing anybody must do but nobody does: to read the manual. This manual says that the 60 series are very powerful planes, and this excess of power makes it dangerous to fly the plane at full thrust except if you are climbing fully loaded or if you want to break the sound barrier and the wings (the 70 series are even more powerful). It says too that the autopilot (the panel must be downloaded apart) is a semi-half manual old-fashion device. But nothing of it is useful for a repainter. So I proceed to search DC-8 pictures. Of course I liked the Cygnus Air planes, but it was already done, so why repeat this one having so many others? After all, there were 556 DC-8's in total. The same happened with Viasa. At last, I found some good liveries. If you remember, the first step is search the model, the second is REQUEST THE PERMISSION. So I searched for the HJG site, registered in the forums and opened a request. I had three candidates, but I requested for Arrow Panama. Meanwhile, and checking the textures, I found that the fuselage is split into five pieces. It was necessary in the old days of FS98 and FS2000 due to the 512 pixels side limit, but not now. And the textures have alpha channel. It probably means that the model was a good FS2000 one, but was improved and updated for FS2002, and the instructions says that it works perfectly on FS2004. Will someone tell me how it works on FSX? It does not mean that it is an old model. The planes are upgraded very frequently. It just means that an old texture can be used over a new model with new flight dynamics. It also has a different texture for each engine. And that is VERY important for a repainter, because some airlines paint each engine differently, and if you have only one or two sets of textures, your repaint wouldn't be accurate to the original. Hours later, I checked in the HJG site, and they wrote me that Arrow Panama was done. Same for Fine Air, and two more. After another picture hunt, I requested permission for Canarias Cargo. At this point, I was starting to think that 556 planes aren't so many planes as I believed. But, lucky me, nobody had done this livery before. I must point out to you that all the process since my first post took only 24 hours. HJG has a very organized way to store its creations: a base zipped file, with all the common files for each version that repeats in every model, a textures only file for each repaint, three files for the panel, another for the sounds and another for the special effects. It saves disk space to the limit, and makes me feel like if I were assembling my own computer, or plane. And that's what I did, to assemble a flyable model of a DC-8-62F. I don't include the panel, sounds or effects in my finished file: it saved more than 10 Mb of space and you still can go to the HJG page and download it. Next steps: to make a new folder inside the textures, called "ayuda" (help). Convert all the necessary textures from DXT3 with alpha channel to normal, plain and silvester BMP format. If you have some question, read again my first exercise. By the way, a reader of my previous articles wrote me about a new graphics program, open source, that permits you to work directly with DXT3 files without conversion, and many other advantages. Unfortunately, days after I received the email I had to format my machine and lost this info. But the program is there on the Internet, somewhere out there. At this point I searched every known picture of the Canarias Cargo DC-8, and there were two DC-8's and one A300! This company was bigger that I thought. I discovered too than the company closed on June 1996, but this is not relevant. Both planes are slightly different. Must I do only one or both? Well, if I do one, nobody will ever do the other, and the additional work is small. So, the file has two textures. Another problem is that I have six pictures from the right side, and only one from the left. It means that I'll have to guess some of the left lettering, and the tail must be made by hand. Sixty lines above the title, and four days after I have the idea, I haven't touched the graphics editor yet. But it is like everything in life: if you want to do it right, better get ready first. Now we are ready. I loaded the fuselage nose and removed the previous livery. The texture is detailed, without dirt. But this tutorial is about advanced repaint. So I pick the base color, darkened 5% and applied over a vertical joint with an ample blush. Darkened again and applied with a smaller brush and the same again. Then, reduced the dark zone ahead of the joint, and stretched aft. Of course, I was using one of the real pictures of the plane to compare. The result was a dirty zone very similar in age and direction to the real one. As it is my first time with this model, I'm going to make a "base dirty texture" for the fuselage, make a copy apart and then, paint the lettering over. This way, my next DC-8-60 repaint will be easier. Looking at the pictures, there are dark streaks of rust falling from the doors. It will be simulated with an elliptical brush, maybe 30 pixels high by 4 pixels width. After whitening all the fuselage and putting some dirt here and there, I couldn't resist the temptation and pasted the right tail over the tail's texture. Of course it didn't fit at the first try, but you had to look well to see it. In my first practical example, I included illustrations of all the repainting process. At this point there are only two illustrations: one of the white plane, still with the original green engines, and another with the first texture of the plane, the cockpit section, showing the dirt and rust from joints and doors. On the second and last part of the exercise, I'll finish all the dirt zones, the engine painting, the lettering and the tail. Surely the plane will be released by now, so you can see it published here as DC-8AH83.ZIP. Alejandro Hurtado dracosist@cantv.net Read other articles in this series
  18. How To Be A Repainter Part Eight Practical Exercise: Painting For Dummies By Alejandro Hurtado (19 September 2006) Well, I surrender. I received so many emails requesting a practical example that I decided to release this one. How to start? First, download and install a file called DXTBmp. Second, download Mike Stone's Fairchild Metro 3 (SMETRO3.ZIP). Install the plane in your flight simulator's aircraft directory. There are some files and a folder that don't install in the right place, so must be hand moved. At last, the result must be same as the one I present here. Searching in the aircraft folder you must have five folders and two files inside the "metro3" folder. Now, copy the content of the texture.1 folder to a new folder called texture.x, and inside, create another folder called "help" or "ayuda" if you are Spanish fluent. Before we continue, we must choose the new texture we want to do. I selected a plane used by Lynx Air International in June 2001. The next step is to enter on www.airliners.net and search a Metroliner 3 with the registration N892MA. There is just one picture. The next step is to open the "texture.x" folder. There are 27 files, all except one distributed on pairs. Each pair has similar names, but the first finish with _l, and the second with _t. "_l" means "Light", the illumination when it's night time. "_t" means "Texture", and these are the only ones we are to change. So we reduced the amount of files to work from 27 to 14. The unpaired one is called propdisk_t.bmp, and if you click on it you'll see the image of a spinning prop. We don't need to change it. Tire, prop, gear and main wheel and nose wheel don't need to be changed either, so we reduced from 27 files to 8. Now open DXTBmp, load extended image, go to ..\aircraft\metro3\Texture.x, and select cowls_t.bmp. You'll see two gray rectangles with some horizontal and vertical stripes. The little rectangle up and right is the alpha channel, the "reflection" channel. Select Alpha, Export Alpha Channel and save inside the "ayuda" folder as a_cowls.bmp Select File, Save 24 bit Image and save inside the "ayuda" folder as cowls. Do the same with the other nine files. It doesn't matter that some of them are only white rectangles. When finished, exit DXTBmp and load your favorite graphics editor. I use an old "Photostyler 2.0" acquired with my first hand-held gray-scale scanner (and I'll not tell you my age, I'll just tell that I don't feel good dating teenagers). Once inside your graphics editor, go to the "ayuda" folder and open cowls.bmp. If you look carefully, you'll see that the same pattern is repeated three times: One for the outer left cowl, one for the outer right cowl and the last for both inner cowls. Looking at the picture of the real plane, the only change we need to do is the color of the cowl. Pick the color from the picture, and paste on the cowls.bmp file. Remember what I wrote about metal surfaces? Use the brush to apply slightly darker and lighter zones with fast horizontal movements, but protect the darker join lines to prevent covering them. Make changes on the transparency and diffusion of the brush. When finished, save the file and load DXTBmp. Select File, Load normal image, cowls.bmp. Click on Alpha, import alpha channel, a_cowls.bmp Now select File. Save as extended Image, DXT3 with Alpha, over ..\metro3\texture.x\cowls_t.bmp. Surely you will want to see if you did it well, but if you load Flight Simulator, you'll see the original grey cowl. Why? Because the FS doesn't know that there is another texture. How to tell it?. Go to the ..\aircraft\metro3 folder and open aircraft.cfg (if the .cfg extension is not assigned to any program, assign to Notepad). This is the first part of the file: [fltsim.0] title=Fairchild SA 227AC Metro III sim=metro3 model= panel= sound= texture=1 kb_checklists= kb_reference= atc_id_color=0x00ffffff atc_id=N700MS ui_manufacturer=Fairchild ui_type=SA 227AC Metro III ui_variation=Northwest Airlink description=The elegant King Air is a high-performance, pressurized-cabin, twin-engine turboprop airplane. Most often employed as a corporate transport, it usually seats from 9 to 11 (although it's certificated for up to 17 people). Many a young pilot has stepped up from more lowly positions to corporate flying in the right seat of a King Air. Piloting the beautiful Beech is a logical transition into the more complex world of turbine engines and larger aircraft. See the Aircraft Information section of Help for tips on flying this aircraft. atc_heavy=0 atc_airline=Northwest atc_flight_number= atc_id_font=Verdana,-11,1,600,0 visual_damage=0 atc_parking_types=GATE We are going to copy this, and paste above. Then, we are going to change the COPY, not the original one. We must write the next: [fltsim.1] title=Fairchild SA 227AC Metro III N892MA Lynx Air sim=metro3 model= panel= sound= texture=x kb_checklists= kb_reference= atc_id_color=0x00ffffff atc_id=N892MA ui_manufacturer=Fairchild ui_type=SA 227AC Metro III ui_variation=N892MA Lynx Air description=The Metro can trace its lineage back to the original Swearingen Merlin I executive transport. From the Merlin I Swearingen developed the turboprop powered II and III which were to form the basis of the new Metro commuter airliner. The Fairchild Metro III is used extensively around the world on short flights between cites. It provides exceptional speed for a twin engine prop aircraft, but is reknown for its challenging handling. atc_heavy=0 atc_airline=Lynx atc_flight_number=1225 atc_id_font=Verdana,-11,1,600,0 visual_damage=0 atc_parking_types=GATE Be sure to include the "x" on the texture line and the "1" in the first line. Now, if you have done all right, save and load Flight Simulator. There will now be two entries under Fairchild Metro III: N892MA Lynx Air and Northwest Airlink. Load the first and you'll see your new cowls. Now follow the wings and stabilizer. Load your graphics editor, and load the file stabs.bmp. If we look at the original pictures, we can't be sure about the stabilizer and wing colors and markings, but we can imagine that they are metalic and without lettering (do you remember what I wrote about never use only a picture?). Repeat the same steps: same color, same effect. Or just cut and paste from your cowl texture to your wings and stabilizer textures. Or find ideas from another painter. That's why I prefer that any of you can do your own tests. Once you finish wings and stabs, use DXTBmp to reconvert, load Flight Simulator and check the result. Someone says that we the repainters can be identified because we don't remember how to liftoff a plane. (Ja, ja.. er... how is it?). I'm including a picture of our half made plane: our new wings but still with Mohawk fuselage. I have good news: If you did it well, the next repaint of a Metro III that you want to do, you'll not need to do wings, cowls and stabilizer again. So we reduced our 8 working files to 4, maybe 5 if our next plane has the cowls painted. The next step is to change the tail. Edit tail.bmp and remove both color stripes and the name "MOHAWK", but remember to include the black line that was covered by the logo. One of the reasons I like Mike Stone's planes is because he includes a folder called "base textures". It contains all the textures before any decoration, just parts and joins. So if you had some doubt, open the "base textures" folder and load the "tail_t.bmp" file. Once you are finished, load "a_tail.bmp". Do you remember that this is an alpha channel? There are no colors, just gray scales. Remove here the "shadow" of the logo and save. Spin.bmp is the spinner, the propeller cone. Just use here the same color used on the cowl. Nose door is white, with the number 892 on both rear sides. Try changing places and sizes until success. And, at last, the most difficult texture: the fuselage one. We will start removing the two red stripes and the name "Mohawk", but it will be easier just loading the base texture called fuslg_t.bmp and working with it. We will start cutting the Lynx painting under the "real" cockpit. Cut it and paste on the fuselage texture. Of course, you must resize and clear until you reach the right color and size. Again, try and try until success. I did the curved line and the two written lines on the main door, too. And the green zone on the fuselage. As we don't have windows references, we must guide by the junctions of the fuselage. Don't expect to do it right the first time, just try, convert and see the result on FS. Here is the plane when I did the first test. The green zone has the right position, but the door knob and the logo under the cockpit are badly located. The emergency exit is too narrow. So I had to continue to test, move and resize. By the way, I pick the green color taking a square between two windows, and diffusing the color heavily. The result was the right color to use. Once the Lynx logo, the door and both green and blue stripes are correctly placed, the only thing to do on this side of the fuselage is the registration. I used an special font called amarillousaf, which is normally employed for military planes. You'll find it searching the web. I selected a similar size, stretched vertically the result and distorted laterally to obtain the left to right inclination of the registration code. Now we have finished the port side. We can copy the result to starboard, but remember that both sides are different. Copy only the similar zones, and paint again the different ones. You'll see the resulting plane here: And now, at last, the repaint is done. But we can't release it as is. Mike Stone allows "textures only". The remaining steps are: to create the installation file, the file_id.diz (description), the picture and finally to zip all the files and the textures.zip folder. About the installation.txt file, I'm giving you here a simplified sample one: FS2004 Fairchild Metroliner III Lynx Air N892MA Lynx Air is a North American charter company with some Metroliner III's in its fleet. The Metro can trace its lineage back to the original Swearingen Merlin I executive transport. From the Merlin I Swearingen developed the turboprop powered II and III which were to form the basis of the new Metro commuter airliner. The Fairchild Metro III is used extensively around the world on short flights between cities. It provides exceptional speed for a twin engine prop aircraft, but is reknowned for its challenging handling. Model By Mike Stone. Textures only by Alejandro Hurtado. Needs SMETRO3.ZIP. INSTALLATION: Cut and paste the texture file, "texture.x", into your metro3 aircraft folder. ("x" being the variable assigned to the texture). Then, edit the "Aircraft.cfg" to add this header to the aircraft list: [fltsim.x] title=Fairchild SA 227AC Metro III N892MA Lynx Air sim=metro3 model= panel= sound= texture=x kb_checklists= kb_reference= atc_id_color=0x00ffffff atc_id=N892MA ui_manufacturer=Fairchild ui_type=SA 227AC Metro III ui_variation=N892MA Lynx Air description=The Metro can trace its lineage back to the original Swearingen Merlin I executive transport. From the Merlin I Swearingen developed the turboprop powered II and III which were to form the basis of the new Metro commuter airliner. The Fairchild Metro III is used extensively around the world on short flights between cities. It provides exceptional speed for a twin engine prop aircraft, but is reknowned for its challenging handling. atc_heavy=0 atc_airline=Lynx atc_flight_number=1225 atc_id_font=Verdana,-11,1,600,0 visual_damage=0 atc_parking_types=GATE Where you must replace the "x" with the following number on the [flightsim. ] line TERMS OF USE: These textures are FREEWARE. You may distribute them freely provided that no money is charged for them. It may not be distributed by CD or disk. You may put it on web pages that do not charge a download fee without asking further permission. The file_id.diz will look similar to this one, or different, as you want: FS2004 Lynx Air Fairchild Metroliner III, registration N892MA. Lynx Air is a North American charter company with some Metroliner III's in its fleet. The Metro can trace its lineage back to the original Swearingen Merlin I executive transport. From the Merlin I Swearingen developed the turboprop powered II and III which were to form the basis of the new Metro commuter airliner. The Fairchild Metro III is used extensively around the world on short flights between cities. It provides exceptional speed for a twin engine prop aircraft, but is reknowned for its challenging handling. Model by Mike Stone, Textures only by Alejandro Hurtado. Requires SMETRO3.ZIP. Remember, always include the name of the modeler (and yourself too). Copy both files into an empty folder, copy the texture.x folder inside and add the screen shot of the plane that you prefer. That's how will look the new folder. It doesn't matter if you call the text file as readme.txt or installation.txt The last step is to zip the folder and upload the file to your favorite web site. And that's exactly what I did. The result of this exercise is called txt02ah.zip which can be downloaded here. Alejandro Hurtado dracosist@cantv.net Read other articles in this series
  19. How To Be A Repainter Part Seven Uploading a File And Some History After The Release By Alejandro Hurtado (13 September 2006) Here is the pain and suffering. I remember something similar when I read "The Divine Comedy". Why? Because when you finish a plane and release it, the plane is no more your plane. It's just one more of thousands of files in a database, and you must rely that it will defend itself. How? Well, we will see it soon. But first, for "rookie painters", what is needed for a successful upload? First at all, the modeler's permission. It must be included for the reasons I wrote on the second part of this series. It is usually included on a file called something like "readme.txt" Second, a file name. Some web sites request that the name of the file has to be no more than 8 characters long, So you must "compress" the model and identification of your plane in such a little space. I use the first four characters for model identification: d328, b727, p51d and so on. The next two characters are "ah": Alejandro Hurtado. And the last two are just a sequential number. So, my Boeing 737-200 from Avior Airlines, the same that I boarded few years ago, is called B737AH49.ZIP. My very detailed Dornier 328 from United Express is called D328AH75.ZIP. But, if you are going to use my method, please change the "AH" by your own initials! Third, the file_id.diz file. (Full details can be found here.). It's a text file telling the plane's name, modeler, repainter, version of Flight Simulator and a brief description of the repaint. And if you want your file to be downloaded, try to do it well. It's not the same to say "Boeing 727 prototypes" as it is to say "Do you know how many and how were painted the prototypes of the Boeing 727? And where are they today?". The second is a more attractive and interesting description, and tells to the "just fly" simmers that you know what are you talking about. This description must be attractive, short and yet include all the relevant words that a simmer will search. For example, if you had made Finnair Santa Claus MD-11, include the words "special Christmas" in the text, or nobody will find it. Let's say that this is the presentation card of your artwork, or the first weapon to make this file to success. Fourth: the attached picture. It's the second weapon you must give to your file for self-defense. You must include a picture good enough to use as wallpaper, but so simple that it can be understood and liked with the small size that the web sites must use to publish it. I have a wonderful picture of a B727 flying inside mountains with an Alaskan thunderstorm, but if you reduce it, then you can't say to which airline it belongs. Fifth: Another obligatory file is the installation instructions. It changes depending if you made a "textures only" file or a "ready to fly" file. It usually is a text file called "readme.txt". You don't need to reinvent the wheel, just read the installation instructions of another plane and copy them to yours. Plus, you can include in this archive any other information you believe is important: plane handling, airline information, history of the real one, etc. Sixth, the results of your work: if you made a "textures only" file, a folder called texture.x; if you made a "ready to fly" file, include the four folders (panel, texture, sound and model) and two files (aircraft.cfg and model_of_plane.air) that the plane needs to work. Of course, there can be an effects folder, a gauges folder, and another textures folders. It's not so difficult because all these extra folders must have been included in the original plane. I'm not being more specific because, remember, there are manuals where you can read the detailed specifications. (FlightSim.Com offers tutorials on installing complete aircraft here and repaints here.) So, once you made a zip file with all the previous parts included, you can upload this. Just pick your favorite web site, hopefully www.flightsim.com and another one if you want. There are sites where your artwork can have a score, there are sites where the downloads are counted, there are national sites and there are dead sites. And here is where we the repainters begin to suffer. When you released your repaint and a flightsimmer says "beautiful plane but slow". Well, thanks for the beautiful, that's what I intended, but a PBY-5A has a "never exceed speed (Vne)" of 173 kts. It can't be supersonic! Sometimes one of your better creations receives a bad evaluation due to installation mistakes. Sometimes the web site where your file is stored suffers a crash and all the counters are reset. But not everything is bad. Many days you receive emails from people who like your creations. And from any place of the world! You can have friends from Panama, Austria, Spain, UK, Aruba... A few days ago I met an air hostess and she was interested in me! (Well, being a blond man with green eyes helps a lot.) And many of the feedback and ratings are wonderful. Thanks, thanks, thanks. Another reward you can receive is when you do a search on the Internet and find your files on other web sites. It means that someone downloaded your artwork, liked it and uploaded again to another place. Sometimes a virtual airline selects one of your planes for its fleet. It is better for me that a 10/10 rating, but not better than a email. Of course, it can happen only if you do a good job. As I said before, I am making these for joy, but once you decide to release a file, it's a matter of self esteem to do your best to release a plane as good as you can do, given the proper family, real job and time limits. Because the third and last weapon you give to your file is your reputation. Because I want that anybody who downloads one of my seventy plus files can feel that I did the best I could. It includes doing fixes when something was wrong. Sometimes, even doing your best, there is a mistake: the color of a shadowed part of the plane was different, the flight dynamics are improved... then do a fix, and release it. A fix must have the file_id.diz and the installation.txt files to help "just fly" simmers to correct the mistake. I could include many other things that you would be interested to know, but I don't include them in this series. When I start to receive feedback from you, the readers, I saw that many of you believed that the name of this series was "how to paint". But I don't want hundred of repainters using the same method. I want people trying, inventing, looking for ideas and improving the work done for many others, me included. Alejandro Hurtado dracosist@cantv.net Read other articles in this series
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