last
update 4th September 2001
This section covers exporting or saving your file to a bitmap file, converting
it to work in FS2000 and testing your repaint... The details are much
the same for both the 737-400 and the LearJet 45, so this section covers
both aircraft covered in the tutorial.
Creating a Useable Texture File: The Initial Bitmap
Now
we've completed at least our first attempt at the texture bitmap, we'll
save it as a bitmap (.bmp) image.
Here I'm using the export menu of Fireworks to export
my 737-400 image as a 24-bit bmp file. This will later get converted
to a 16-bit file but you can also use 32-bit files (if you feel the
need!).
If your program can save directly as a bitmap image, do
that - whatever it takes to save a 512x512 pixel bitmap image in 256
colours or more. If you decide to use 256 colours, you'll lower the
quality considerably, but you will find that you can use this image
directly in FS2000 without any conversion to an extended data format.
In fact, you should be able to use some 16-bit or 32-bit files
directly in FS2000, but you'll get better results if you create an extended
format bitmap.
If you want to use your file (or try to use your file!)
directly in FS2000, simply make sure that the bitmap is called 737-400_T1.BMP
(for the 737-400) or Lear45_T1.BMP (for the LearJet 45) and save
it into that aircraft's texture directory. (Or create a new virtual
aircraft as described below).
Converting Your Bitmap
This
is where Martin Wright's excellent bmp2000 utility comes in handy.
This file is available on flightsim.com and is invaluable for creating
image sets and extended format textures.
Using this converter, you can also edit the lower resolution
versions of your file so that those with less powerful graphics cards
will be able to appreciate your paint job properly!
Simply use the "load extended" button to load
your newly saved bitmap, and then use "save extended format bitmap"
to save the file into your aircraft's texture folder.
If the aircraft has more than one texture (such as the
case with the King Air 350, Extra 300s etc...) you'll need to make sure
you convert all the files - and make sure you save them into the right
locations!
Installing the file into FS2000

There are two ways you can install textures... This section
works with installing the 737-400, although the technique is virtually
identical for the LearJet 45 (except for the folder names and texture
names, of course!):
1. Replacing the Default Texture:

- COPY the *.bmp file you've just created into your "...\fs2000\aircraft\B737_400\texture"
folder (for the 737-400), overwriting any existing files (back them
up first!).
2. Creating a new Virtual Aircraft

- CREATE a new directory called "texture.xxxx" (where
xxxx is the name of your new repaint) within your Boeing 737 folder.
- COPY all the *.bmp files from the aircraft's default texture directory
into your new texture folder.
- COPY the *.bmp file you've just created into your new texture folder,
overwriting any files with the same name.
- ADD this entry to this aircraft's "aircraft.cfg" file:
[fltsim.1]
title=Boeing 737-400 (xxxx)
sim=Boeing737-400
model=
panel=
sound=
texture=xxxx
kb_checklists=Boeing737-400_check
kb_reference=Boeing737-400_ref
atc_type=Boeing
atc_id_enable=1
atc_id=N713SJ
atc_id_color=0x00000000
editable=0
(You can modify this entry to use your own personal atc_id,
panels or sounds. If you already have more than one [fltsim.*] entry
in your aircraft.cfg file, make sure that this entry uses the next available
number (eg. fltsim.2))
Installation

If you are creating a "virtual aircraft" as described above, you
find that FS2000 does not display the correct textures if a previous
version of the same aircraft (ie. another 737) has been viewed first
(even in the aircraft preview window). - To correct this, the aircraft
textures may need to first be 'flushed out' of the system memory so
that they are reloaded. This can be acheived by viewing all internal
views, loading other aircraft or simply flying around.
Testing and Repainting

Now comes the hard part - you'll have to view your aircraft
texture actually on the aircraft - and you can bet there will be something
not quite right... Due to the way that FS2000 maps textures around the
default aircraft, there are always some glitches waiting to catch you.
At
least usually it's just one pixel here and there needs pulling up or
down at the joins between sections. When it's more, you'll have to use
trial and error - keep going back to the texture and redoing the bit
that's affected until you get it right... a boring job!
Well... what needed redoing to the 737-400 repaint we
covered in the basic tutorial section? In testing, the first and most
obvious thing was that the lower silver section didn't line up properly.
This often occurs because FS2000 doesn't map the textures evenly over
their height, so what lines up in one area won't necessarily connect
elsewhere. This is easy to correct.
The
biggest problem encountered upon testing this repaint was with the engines.
The way that FS2000 folds the texture at the front meant that it was
necessary to offset the texture of the red line on the texture by a
few pixels at a specific point... This results in a strange looking
texture on the flat bitmap, but it's fine on the aircraft (except in
one place which can't be fixed without throwing out all the rest!).
Another
problem involved just having to move the text and the lines on the tail
to be slightly closer together. This helped give the impression that
the word "Delta" was right in the middle of the tailplane
rather than to one side of it.
Of course, "Delta" appears reversed on the other
side of the aircraft (no way round that without leaving the text off
altogether!).
The resulting aircraft is fairly successful - we've lost
some of the accuracy through making a few compromises, but retained
a good looking repaint. Of course, as we've got all these textures to
hand, it's easy to apply them to a blank 777 (which shouldn't suffer
from the same faults!) or another model when one comes along... Just
copy and paste!
This section may well be expanded in the future, but that's
it for now!