This section shows you how to create and use a blank
LearJet 45 texture. The LearJet is a more complicated (and confusing!)
texture compared to the the 737-400 we looked at earlier, so we'll have
to take a couple of extra steps.
As mentioned before, I use Macromedia Fireworks for my repaints
(not as strange a choice as you might think...), so all screenshots
are specific to that application. However, I've found that most packages
have similar features to those that I'll use here, so you should be
able to modify this guide for any program.
What files do I use?
For this tutorial, we'll be working on the default LearJet
texture. You'll find this in your Lear45 folder within the "aircraft"
directory of your FS2000 installation. The file you need to edit is
the LEAR45_T1.BMP file in this aircraft's "Texture" directory.
Back this file up now!
If you're working with a program using layers, you'll
probably be saving this file using a different file format while working
on it - save it to a working directory with a new filename now...
better safe than sorry! You'll save it as a bitmap (.bmp) file later.
See the File Formats and Testing
section for information on saving and installing these files for use
in FS2000. Check this section also if you're having problems viewing
this bitmap in your graphics program (it's not a standard bitmap!).
Making sense of the texture

Before you go any further, it makes sense to build up
a series of layers for your repaint. This is described fully in the
737-400 repaint section right here.
The
first thing you'll notice about the LearJet texture is that it's not
so straightfoward compared to the 737-400. The sections are not clearly
marked out... so we've first of all got to decide what goes where
and get an idea of how the aircraft is mapped.
In the screenshot to the left you can see the initial
LearJet texture, but I've added another layer. You can see that I've
had a "rough guess" as to how the layers might map out (they're
labelled in this shot but that's not important!), and I've created
some coloured areas (on a seperate layer) covering what I think are
the main features.
By using different colours like this, when the file
is exported into FS2000, I should be able to see clearly what I'm
working with. Because I've made the colour areas slightly transparent,
I can see through to the original texture as a guide, and this is
what I'm going to work with.
Now I need to export this file into FS2000. If you're
not familiar with how to do this, read the file
formats and testing section of this site first!
When
I load up my aircraft in FS2000, I can straight away see what I'm
working with... I've now got a very colourful aircraft, but it's fairly
obvious what maps onto what. We can see, for example, that the top
section is mirrored onto the bottom, the fins at the bottom of the
tail obviously come from the wings (somewhere!) and we know which
side of the fuselage is which.
We can also see any areas of the aircraft that haven't
been covered by our initial guesswork, and can now use this as a basis
for correcting our work so that we know how things go. We need to
edit the layer containing our coloured shapes based on what we know
from viewing the aircraft in FS2000, and then we'll put that aside
for a moment.
Building your blank

The
next stage is to create the lines on the fuselage and cut out the
standard items. From the initial bitmap, select and copy all the components
you're not going to repaint (such as the cockpit, seats, wheel etc...)
onto another layer (I'll call this layer "Standard Components",
and this will sit on top of all the other layers. I won't necessarily
have it visible most of the time - except when exporting the file
to FS2000).
Now you want to use various tools to draw over all the
fuselage lines and other features. Make sure you draw these onto a
different layer to the original bitmap. Do the same (very simply)
with the windows and doors. In this screenshot, I'm starting with
solid black lines and simple outlines for doors and windows so that
I can see where things go and what I'm working with. I've also created
a couple of filled in shapes for the grey areas on the original bitmap.
Based
upon our layer containing coloured areas, we can now draw some large
white shapes to cover each individual area of the aircraft texture.
I've also created a black background in my example. This isn't necessary,
but it helps me to see what I'm doing and makes the individual sections
much clearer.
I've turned off the standard components (wheels, cockpit
graphics etc.), so that you can see what I've done clearer. I've added
a slight gradient (white to grey and back again) to the main fuselage
sections.
This
bitmap is now a good starting point for our repaint - none of the
original bitmap is needed now (except for the standard components!),
and we've got a clear texture to work with. Of course, we're going
to have to draw the windows and doors properly, and sort out those
fuselage lines so that they look right. For now, though, we've got
to make sure our texture is spot on.
You can see from this screenshot that I've already set
up some slight gradients on the grey areas of the aircraft. I've done
this largely because we're not actually going to be doing much repainting
of these areas (mostly the leading edges to wings) and it pays to
have them in place early so we can see what we're working with right
away. The gradients along the fuselage may well need to be changed
depending on the way that they map onto the aircraft, and whether
we decide that they're actually useful in the end!
Exporting
this new texture into FS2000, we end up with a plain white aircraft
with very obvious fuselage line. This means that we can now see what
joins up, what needs moving, and shows up any potential problems with
our blank right away. By viewing the aircraft at this point we can
correct any small glitches before we commit ourselves to some heavy
repainting.
The first thing I've noticed here is that the fuselage
lines near the nose don't join, and the lines need to go a couple
of pixels forward to connect with the texture that runs along the
top and bottom of the aircraft. I could, similarly, move this top
texture's line to link up, but it looks better if I move the sides
forward. This is actually a problem with the actual default LearJet
texture - in the microsoft model they don't join up correctly (obviously
not checked too well - this is why we're working with heavy black
lines!). Also we have the problem that the rear of the top and bottom
textures don't line up... Can we correct this?
In
this case, the answer would be no! If we take a look at the default
FS2000 LearJet 45 texture by loading the default aircraft into FS2000,
we can see that the actual aircraft suffers this problem and that
this is a problem with the texture mapping rather than the texture
itself.
In
fact, the default texture is full of mapping problems and glitches.
We'll have to make sure our texture fixes as many of thses problems
as possible if it's going to look good.
From the repaint I'm going to do (the Executive Jetways
VA new livery), I can see that the texture mapping problems near the
back of the aircraft (with sections being repeated from another area
of the texture and mapped incorrectly (microsoft's fault!!), are going
to cause problems.
This
screenshot of the King Air 350 shows an aircraft I repainted earlier
for ExecJet VA, and gives an idea of the texture we're going to aim
towards with the LearJet. You can see straight away that the blue
at the rear of the aircraft may be difficult to get right with the
mapping that we've discovered on the LearJet. It's always a good idea
to think around a few possible solutions right now at the preparation
stage rather than just painting the texture and trying to fix all
the problems later. There are a few ways round the problems discussed
here, but we may have to be prepared to change our plans to fit in
with what we can and can't do.