A Beginners Guide to Repainting FS2000 Aircraft
by Walt
Barrett
Version 1.04 20
May 2001
Introduction:
last update 4th September 2001
This
is a basic primer for repainting aircraft for in FS2000
an entry level document for beginners.
It is designed as a guide for the very first steps a Flight Simulator
enthusiast might take in changing the way their aircraft appear.
When you have completed the steps below you should have successfully
added some swatches of color on one of your favorite FS2000 aircraft and
be able to see those changes within FS2000 (hereafter abbreviated FS unless
I need to distinguish FS2000 from other versions of the program).
When I decided to see if I could change the
way my FS aircraft looked thinking I might give it one of my favorite
planes the color scheme and insignias of the Virtual Airline for whom
I fly I assumed that somewhere out there I would find
some simple documentation or help along the way.
What I found tended either to be somewhat outdated or to assume
more technical knowledge and expertise than I possessed.
But with a little bit of digging and some trial and error I found
a fairly simply way to repaint aircraft for FS.
This primer is the result. It
is offered in the hope that others might be saved some time and grief. When you have completed this guide you should be ready to take advantage
of some of the excellent albeit more advanced tutorials
and guides that are appearing on the internet in various places.
Note:
if you discover errors in this guide or have suggestions for improvement,
please do contact me. Lets
learn together!
Background:
FS
is a sophisticated program that has come a long, long way since the first
version of Flight Simulator came out in the early 1980s. This sophistication allows for a wonderful
simulation experience. But it
also means that if you start digging into the nuts and bolts
of the program as is required if you want to repaint a plane
you can quickly find yourself in a bit over your head.
I do not possess a great deal of technical understanding of how
FS works and I wont assume you do either.
But I can assure you that with minimal effort you can change the
way your aircraft looks. The changes you will make are entirely superficial
they will not impact how the program operates or the flight characteristics
of the aircraft you repaint. But
the changes can be dramatic and satisfying.
Among
the many improvements introduced when FS2000 replaced its predecessors
is the way the visual image of the aircraft is handled. The images representing a FS aircraft are contained in a number
of different files which the program uses.
The colors and design which you see on an airplane in FS are often
called textures and the same term is used for the images
and representations of the ground, clouds, road, buildings, etc. These textures are contained in files stored
on your disk. The format of the
files used in FS2000 and the way they are used is quite different from
previous versions of the program. FS2000
is backward compatible with Flight Simulator 98 in the sense
that aircraft designed for that version can be used.
But the procedures that worked for repainting aircraft for use
in earlier versions of Flight Simulator will not necessarily work for
FS2000. The formats used for texture files specific
to FS2000 are bitmap files (with an extension *.bmp) which
can be easily modified by many different graphics programs.
But to be properly displayed within FS, they must be first be converted
into a special variation of standard bitmaps by means of a
specialized file conversion utility.
The process for accomplishing this is not difficult, but neither
is it self-evident.
Overview:
Here
are the basic steps we will follow:
1.
Select
an existing aircraft to repaint
2.
Prepare
a copy of the various directories and files which FS will need in order
to use your new aircraft. This
will leave the original airplane unchanged.
3.
Modify
several of these new files so that your personalized version
of the plane flies properly.
4.
Edit
the texture files of your new airplane, giving it the colors and designs
you desire it to have, and converting them into the proper format so that
FS displays your new paint job.
Thats
it! This can be done fairly easily
and without harm to either your existing aircraft or to FS itself. Before you know it you will have been initiated
into the elite corps of the FS2000 paint crew.
Tools Used:
1.
Windows
interface. I am assuming the reader
is able to use the Windows interface on his own to create and delete subdirectories
(folders); copy, delete and rename files; and other basic Windows tasks.
2.
A
simple text editor to modify various files (for example *.cfg files). I used WordPad for this.
3.
A
Flight Dynamics Editor (FDE). The
one I used is Flight Dynamics Editor V1.1.0.11 which is available
for free download from www.flightsimdownloads.com/
4.
A
hex editor to modify binary files (such as the *.mdl file). Hex Workshop is one such shareware program
available for download at www.bpsoft.com.
5.
A
graphics program suitable for modifying aircraft textures. A wide variety of options are possible here,
from the simple Microsoft Paint program supplied with Windows to
professional graphics packages. It
only needs to be able to read and write bitmapped files (those having
an extension *.bmp). I use the
Paint Shop Pro 7 software available as a free 30-day evaluation
version for download from the www.jasc.com website.
6.
The
utility program Bmp2000 which is available on several of the aircraft
simulation sites on the internet or directly from the authors own
site at www.mwgfx.co.uk . This program is used to convert the images you modify into the special
formats needed in order to be displayed properly by FS2000. I also recommend that you download the instruction
manual (in .pdf format) for it from the
authors website at www.mwgfx.co.uk.
Step One: Select Existing Aircraft to Repaint
This
guide is only intended to help you repaint an existing aircraft, not to
design an aircraft from scratch or to modify flight or other characteristics
of an existing plane. The first
step, therefore, is to select an existing aircraft that is to be repainted. For
my initial experiment with repainting I selected the Mooney-Bravo plane
supplied with FS Pro -- a light single-engine plane designed exclusively
for FS by Microsoft. Because I
am doing this solely for personal use and not for distribution I have
not concerned myself with copyright or other legal issues.
Step Two: Prepare a Copy of the Various Directories and Files which
FS Needs to Use Your New Aircraft
FS
needs an aircraft container on your hard drive if it is to
function properly. The aircraft
container is the name Microsoft gives to a particular set of files and
subdirectories that reside on your disk in the \AIRCRAFT directory. It
contains, as a minimum, the aircraft.cfg and aircraftname.air files as
well as subdirectories for the model (the files needed for the visual
model of the plane), panel (the files for the plane's instrument panel),
sound (files related to airplane sounds heard while flying) and texture
(files used to 'paint' the visual model with specific colors and designs).
Our first step is to create an aircraft container which contains
the appropriate files FS that will use.
There are several ways of doing this, but I recommend the following:
2.1
In
the \AIRCRAFT subdirectory of FS create a new folder and give the new
aircraft container a name. In
my example the original aircraft container was called MOONEY_BRAVO and
since I'm making my own repainted version of the plane I called the new
aircraft container MOONEY_WCB (using my initials to distinguish it from
the original).
2.2
Copy
the files from the original aircraft container to the new aircraft container.
First create the following four new subdirectories in the new subdirectory
or folder you made in step 2.1: \model, \panel, \sound, and \texture. Then copy all of the files from the subdirectories
within the original aircraft container to the appropriate subdirectories
within the new container. For
example copy the files from \MOONEY_BRAVO\ to \MOONEY_WCB (in this case the files "aircraft.cfg",
"mooney_bravo.air", and the ".txt" files as well).
Then copy all of the files in \MOONEY_BRAVO\MODEL subdirectory
to the \MOONEY_WCB\MODEL subdirectory -- and then do the same for the
\panel, \sound and \texture files.
Note: there may be other panel subdirectories in addition to the ones
noted above. These might provide an alternative instrument panel or something
similar, but any such extra things can ignored for the time being. For now what is important is to have the appropriate
files in the four most basic subdirectores of the aircraft container:
\model, \panel, \sound and \texture.
Step Three: Modify Various Files So That The New Version of the Plane
Flies Properly.

In
order for the new aircraft you are creating to work within FS several
additional changes must be made to the aircraft container system before
any repainting of texture files is begun.
All of the following changes are needed for FS to recognize and
use your new plane. Note: before
modifying any files from this point on it is a good idea to back up the
original in case something goes wrong.
3.1
Rename
the .air file
Within the root directory of the aircraft container is a file with an
extension ".air". This
file contains the plane's flight model which controls how the airplane
flies. Modifying the contents of this file is well
beyond the scope of this tutorial (and this author!). But we will in any case rename the file for use in our new aircraft
container. I renamed the MOONEY_BRAVO.AIR
file to MOONEY_WCB.AIR.
3.2
Modify
the aircraft.cfg file
Using a text editor (I use NOTEPAD but any simple text editor will do)
open the aircraft.cfg file in the root directory of the aircraft container
-- in this case it is located in \MOONEY_WCB.
There may be many lines in this file, but the only one we are concerned
with is the section beginning with the line: "[fltsim.0]" This is usually the first section of the file.
This section is called a "configuration set" and provides
to FS information about the version of your plane which it needs and which
you need to modify. Only two lines of this configuration set need to be
changed.
First, change the line which begins with "title=". Whatever you enter after this is what will
appear as the title of the aircraft in FS's "Select Aircraft"
dialogue. I enetered "Mooney
WCB Version" so that I can quickly identify my modified plane when
I change aircraft when flying.
Second, change the line which begins with "sim=". This line specifies to FS which file to use
for the flight model. This must refer to the "*.air" file
which is in the same root directory as the aircraft.cfg file. Since we have just changed the name of that
file, we now need to change the reference to it here.
I entered "Mooney_WCB" so the entire line reads: "sim=Mooney_WCB".
There are other changes which can be made to the aircraft.cfg file at
your discretion, but none are necessary.
(For example, I modified the atc_id line to disply my personalized
registration number on the side of the plane and also set atc_id_enable
to zero so that this is not changeable within FS)
3.3
Rename
the .mdl file
Within the \MODEL subdirectory find the file with an extension ".mdl".
This file contains information about the airplanes physical
frame onto which FS will display the aircraft textures contained in the
\TEXTURE subdirectory. All we want to do now is to rename the .mdl
file so it is specific to the new plane.
I renamed the MOONEY_BRAVO_N.MDL to MOONEY_WCB.MDL.
3.4
Modify
the model.cfg file
Using a text editor open the model.cfg file within the \MODEL subdirectory.
This file specifies the visual models (.mdl files) that FS uses
during normal flight and during a crash.
We are interested in the section of the file that begins with the
line: "[models]". This needs to be changed to refer to the .mdl
file renamed in the previous section.
I changed the entry for "normal=" to refer to MOONEY_WCB. If there is not a line "crash=" it
is a good idea to add it and to refer to the same .mdl file.
There may be other sections in this file also, but FS only uses the "[models]"
section. Note: a "[colors]"
section may also be present and you might think that this will be of interest
to us in changing the paint scheme of the plane, but FS does not use this
information and changing it will not help!
3.5
Verify
that the new aircraft container works
Begin FS as usual using an aircraft other than the newly created one. Now open the Select Aircraft dialog from the
Aircraft menu of FS. The drop-down
list of available aircraft should contain your new plane, using the aircraft
name you specified when you modified the aircraft.cfg file above. In my case the title "Mooney WCB Version"
appears. When that plane is selected
a rotating graphic of the new airplane will appear in the preview window.
This verifies that you have successfully created a new and functional
aircraft. Fly it just for fun. At
this point no actual modifications to the plane have been made and it
will look exactly like the original one, but from FS's point of view this
is an entirely new plane.
3.6
At
this point you can further personalize your new plane by changing the
text information which appears in another window as part of the Select
Aircraft dialogue. This is entirely
optional, however, and will neither change the way your plane flies or
looks. It is a nice touch, however. For this you will need a Flight Dynamics Editor
(FDE) that enables you to change the *.air file a file not normally
subject to user modification. The
FDE that I used is freeware available from Abacus and works well for this
limited purpose, even though it is not fully compatible with all features
of FS2000.
All I changed was the Aircraft Description text to show that
this is my own private version of the plane.
Of course after this (and all other!) changes you will want to
verify that the new aircraft is working properly within FS by loading
it from the Select Aircraft dialogue.
3.7
Rename
the original texture files.
In the \texture subdirectory of the aircraft container being modified,
copy and rename the *.bmp files that you are going to repaint. Be sure to give the new files a name that has the same number of
letters/digits (before the extension) as the original.
In my example there are just three files which display the main aircraft
surfaces: MOONEY_T1.BMP, MOONEY_T2.BMP
and MOONEY_T3.BMP. These were
then copied and renamed to: MNYWCB_T1.BMP, MNYWCB_T2.BMP and MNYWCB_T3.BMP. It is quite possible that you will find that
there are quite a few *.bmp files in the \texture subdirectory. All of them must be renamed.
3.8
Modify
the .mdl file so that it will properly display the newly renamed texture
files.
As indicated previously, the .mdl file (contained in the \model subdirectory)
contains information about the physical structure of the aircraft which
FS displays. It provides the frame
onto which the texture files are painted.
The .mdl file is a binary file and not normally modified by the
end user. But as an aircraft designer,
you need to modify the .mdl file. You
do with is a hex-editor program, such as Hex Workshop.
The details of how to do this will vary depending on the hex editor used,
but the basic task is to open the .mdl file for the aircraft you are repainting
and search through the file finding each reference to the name of the
original texture files and then to change each one
to refere to the newly renamed files.
In my example the .mdl file made a reference to MOONEY_T1.BMP 27
times and each time that needed to be changed to refer to MNYWCB_T1.BMP. Thankfully, the hex editor will have a find
and replace feature which automates this otherwise tedious process. In Hex Workshop you can find this handy
feature via the menu Edit-Replace. Just make
sure that each reference in the .mdl file is changed to reflect the new
names of the texture files. Lots
of things can go wrong here, so be sure to save a backup copy of the .mdl
file somewhere else on your drive so that you can restore it for use in
case you mess things up.
When all of the texture file names in the .mdl file have been changed,
save a copy of it under the original name.
Make sure that only the renamed files are in the \texture subdirectory.
Start
FS and select your new aircraft. If
you do not see the rotating graphic then you will need to go back and
do one or more of these steps over again.
There is no point in actually repainting the texture files until
you know for sure everything else is working.
The rotating graphic should look at this point exactly like the
original airplane since youve not yet changed any of the texture
images themselves. If everything is in order then you will again
see the rotating graphic. When
you are successful you will see the rotating graphic you have a properly
functioning aircraft.
Congratulations
-- you have now successfully entered the elite world of virtual airplane
design. Treat yourself to a cup
of coffee (or whatever suits your fancy and doesn't compromise your reaction
time for safe flying!). The really
fun part is just ahead
Step Four: Repaint a Texture File

This
is of course what we have been working toward: the changing the way the
aircraft actually looks within FS. This
is done by modifying a texture file and saving it in a format that FS
can appropriately use. Everything
up until now has been preparation.
The
actual repainting can be a very simple process or as complex as your creativity
and knowledge will take you. I
suggest that you begin very simply to make sure you understand the basic
process and then allow your imagination to take over.
In
my example I discovered by trial and error that the image of the wings
and the horizontal stabilizer (and a few other parts of the plane) are
contained in the file MNYWCB_T3.BMP.
I will use this file to make a simple visual change to the paint
on the wings.
5.1
Open
the BMP2000 program. If
this is the first time you have used this utility I would suggest you
set the following via the Prefs menu item.
First, select the (graphics) editor to use
in my case it uses PaintShop Pro.
Then make sure the maximum image import size is set
to 512x512.
5.2
Load
the MNYWCB_T3.BMP via the Load Extended button and the image
should appear in the main window of the program.
It is possible that several (successively smaller) images will
appear: dont worry about that for now.
5.3
Double
click on the image in the main window and your paint program will load
as usual and with the MNYWCB_T3.BMP file ready for painting. Use your paint program to modify this image as desired. I recommend keeping it simple; now is not the
time for fancy artistry. All you
need is something simple and bright: a chartreuse swatch on the wing panel
or something similarly bold and obvious would be perfect.. When you are finished save the modified image
as usual (do not use a save as option) and exit the paint
program.
5.4
At
this point you are back in the BMP2000 program with the unmodified image
in the main window. Now just click
the update button and the modified image will appear in the
main window. The final step is to click the save extended
format bitmap button using the original name of the file (thus overwriting
the previous version). Exit BMP2000.
Thats it!
What
have you done here? Nothing too
difficult to understand. You have
simply used a paint program to modify a texture and then converted the
modified image into something FS can use.
This was necessary because when the texture that had been usable
for FS was modified by the paint program it saved a standard
.bmp file (i.e. in a 24-bit format).
Even though it looks OK in the program and has the .bmp extension
it is not usable in FS. Not all .bmp files are created equal. In fact, there is a whole series of kinds of
extended bitmaps that exist and FS is very picky about what
it needs in order to display properly.
The BMP2000 utility performed the needed conversion of your
modified image back into the correct .bmp format.
The result was a modified paint job on your plane and
thats what weve been after all along.
To
see how your changes look in practice all you need to do is to load the
aircraft youve been working on in the Select Aircraft dialogue. Let the plane load and then go to the Spot
Plane view and adjust the view point so the modified region of the plan
is clearly visible.
If
you have successfully modified a texture file and been able to view the
result in FS then you are to be congratulated for having mastered the
basics of a repainting your aircraft!
Now you really deserve another cup of coffee!
Where
to from here? As stated previously,
the example we have worked through is a very simple one. After you have become familiar with the procedures and concepts
presented here, I suggest you examine the excellent FS2000 Repainting
Tutorial developed by Simon Jamie and updated by Jim Oates located on-line
at (coming soon). This guide
will walk you step-by-step through two complete repaints: a relatively
easy modification of the Default 737 and a much more complicated treatment
of the Default Learjet 45.
Good
luck and enjoy those new colors!
Walt
Barrett
WBarrett@t-online.de
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