May 19, 200620 yr Colin.FS requires unique ui_variation= info for each livery. That is one reason why your liveries are not loading. You'll also need to supply individual title= info. Leaving them blank is the same as naming each one null so you must supply a name. See if that works. http://www.precision...GX_Dev_Team.jpg PMDG Graphic Designer
May 19, 200620 yr I'm using the same livery (No Livery, which is the painkit) for the three additional entries. The ENGINES however, are different so that's why I used the same ui_variation. I'm not sure what you mean about not supplying individual titles though, as every entry does indeed have its own individual title.As I mentioned, the entries I have listed worked fine when I for testing purposes copied the original PMDG texture file set from the original texture folder into the texture.custom folder. FS of course just displayed what it THOUGHT were different planes painted identically in each case. It just doesn't display the contents of the custom folder when it contains instead the texture files I derived from the paintkit.
May 24, 200620 yr Vin, while I'm waiting for Pete to get back to me on the paintkit help inquiry I sent in to PMDG support, let me ask you a question. You said to first save the artwork as Targa in Paintshop, then use DXTBmp to convert the artwork to DXT3 or just extended BMP files. Now, it definitely works as I tried it. My question is why save the PSD textures as Targa first? Couldn't the author of DXTBmp rewrite his program to accept Targa? Also, couldn't another format besides Targa be used for the intermediate saving stage?By the way, I was able to find out that Vin's method works because I was able by a lot of experimentation and trials and accidental luck to find that the problem I have with the paintkit not loading in FS is due to two of the textures only - the left fuse texture and the right fuse texture. Something is wrong with either or both of them as PMDG supplied them, and because of this if I do NOT use them, the other textures I tried (after converting them) load and operate in FS just fine. Now, the only other ones I tried are the tail and engine textures (because those are the only other ones I needed), so I don't know if all the others are ok. They should be checked out by someone knowledgeable. I'd do it, but I'm not a texture master. I just was able to narrow down the problem.
May 24, 200620 yr My suggestion (no disrespect to Vin, of course) is to skip that step altogether. Just export the norm.bmp from DXTbmp, and do a copy merged. Then just re-load it into DXTbmp and save. This preserves the file properties intact.Daniel P.http://www.precisionmanuals.com/images/forum/supporter.jpgMember of SJU Photography. [A HREF=http://www.jetphotos.net/showphotos.php?userid=9004]Click Here[/A] to view my aircraft photos at JetPhotos.Net!The official psychotic AA painter. :)
May 24, 200620 yr Wait, I must be missing something here Daniel. What file properties would be preserved? Are you saying that the reason the fuse textures aren't working is that some properties of the files are being lost?
May 24, 200620 yr By the way, referring to my earlier post about the fuse textures not working, I forgot Thomas' post about having to use the fuse cut and fuse layout templates to somehow modify the fuse textures as supplied by PMDG (Sorry, Thomas!). I think that Pete or someone will have to tell me how to use those templates, because all I see when I open the fuse cut template in Paintshop are three colored rectangles, one green, one red, and one blue, placed side-by-side. The fuse layout template just shows a little bit of the PMDG livery texture, with gaping holes torn into the side of it in places.Why couldn't they simply have paintkit textures just like the one they had for their 737NG, for example? It would have been so simple!
May 24, 200620 yr Colin:I don't understand. You should have:Classic bitmap - Fuse split in 3.Template - Full fuselage for both sides.Alignment Guide (optional) - Shows where to cut the Template to make it fit into the bitmap.Now, the trick is, all of these are .PSD's, which FS does not read. The common FS bitmap types for repaints are:DXT3 - Compression shows after a few saves...32-bit - High-quality, heavy files.Both formats allow an alpha channel, which FS needs.DXTbmp lets you open a DXT3 or 32-bit file, export the bitmap into Photoshop, paste a merged version of the layered kit (the one you painted on), and then import it again. This preserves the original alpha, and lets you save directly into FS with no effort.Exported bitmaps are titled norm.bmp, exported alpha channels trans.bmp.So basically, export the bitmap from dxtbmp (can be any PMDG paint, even house colors), then paste your paint on top, import, and save, either on DXT3 format or on 32-bit.Any clearer? :)Edited for grammar.Daniel P.http://www.precisionmanuals.com/images/forum/supporter.jpgMember of SJU Photography. [A HREF=http://www.jetphotos.net/showphotos.php?userid=9004]Click Here[/A] to view my aircraft photos at JetPhotos.Net!The official psychotic AA painter. :)
May 25, 200620 yr Well, let me show you what I got in the paintkit. Besides the PSD textures for the others, Here are screenshots for what I found when I opened the kit:Attachment #1 is the PSD texture for the "fuse cut template"Attachment #2 is the PSD texture for the "fuse layout template"Attachment #3 is the PSD texture for the "fuse left layout"Attachment #4 is the PSD texture for the "fuse right layout"Before I go on, first let me ask you - do they look all right to you?
July 3, 200718 yr Can anyone know where i can download ryanair texture for pmdg boeing 747-400 queen of the sky. Thank a lot for yopur answerKestas
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