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PMDG paintkit and converting to DDS textures

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Hi everyone,Using Photoshop to create a paint someone requested. After flattening the image I sharpen the textures and save as .TGA then I open in BMPdxt and flip image and alpha and save as a .DDS DXT5. I guess I can create mip-maps in DXTbmp but would rather use DDS Converter v2.1 as I always have. There are 2 issues I am concerned with. First problem is that DDS Converter tool crashes when I select the DDS textures I created but it does not crash when I use the tool to mip-map and convert the PMDG created textures to DXT5. Before you ask why I will say that is my preference when it comes to using AC textures in FSX. Maybe I am not saving the file in lower case I am not too sure.Second issue is that I am concerned that I cannot see if DXTbmp is creating mip-maps (I can see the number of mips in Imagetool and DDS Converter) and whether I am saving th textures properly, due by the fact that in the FSX preview window the 747X looks terrible, however in the sim it looks quite nice, also, there is quite a bit of reflection due by in large to the alpha layer created by PMDG.This is the sequence of creating and saving my files:....fuse_right_t.PSD-->save as ...fuse_right_t.TGA-->open DXTbmp-->flip image/alpha-->save as DDS DTX5-->place in 747 folder. I am wondering if I am doing it correctly or if there is another perhaps better way of creating/converting the finished textures.Thanks,Rob Halmich

\Robert Hamlich/

 

Convert your PSD to DDS DXT5 directly using Imagetool (latest version, present in the FSX SDK)orDownload the DDS plug-in for Photoshop and save your file directly as DDS DXT5.You can see weather DXTBmp is saving with or without mips.The saving with mips checkbox should be unchecked.Make sure you are using the latest version of DXTBmp when saving to DDS DXT5.I am a big fan of using DXTBmp.

  • Author

>Convert your PSD to DDS DXT5 directly using Imagetool (latest>version, present in the FSX SDK)>>or>>Download the DDS plug-in for Photoshop and save your file>directly as DDS DXT5.>>You can see weather DXTBmp is saving with or without mips.>The saving with mips checkbox should be unchecked.>Make sure you are using the latest version of DXTBmp when>saving to DDS DXT5.>I am a big fan of using DXTBmp.Thanks Leen I will have a go with DXTbmp as I have Photoshop 6 which is too old for the DDS plugin to work.Question regarding Imagetool, when saving in DXT5 it is not saved as a DDS is it? I cannot install the SDK as I get an error, I must have to first install FSX which is not what I want to do. I have Imagetool installed, not sure which version, only has a copyright dated 1999-2001 in the "about imagetool" under the help tab but no version number.DXTbmp is my only resource right now. Robert Halmich

\Robert Hamlich/

 

Why not willing to install FSX?When you do not have FSX installed there is no need to save any file to DDS DXT5.Seems kinda strange to me.Your Imagetool version is outdated.Leen

  • Author

>Why not willing to install FSX?>>When you do not have FSX installed there is no need to save>any file to DDS DXT5.>>Seems kinda strange to me.>>Your Imagetool version is outdated.>>LeenIt is my "graphics" computer but I guess I could install FSX if I really wanted to update Imagetool.I change all my exterior DDS files using DDS Conversion tool to at least DXT3 if not DXT5 and mip-map at the same time. I find that it gives the exterior textures a better look and it reduces the load on my computer when not having to draw 32 bit textures.I did manage to finish the PMDG 747-400X in Aer Lingus old colors except the landing lights at night wash the forward fuse and tail area out and I cannot find a way to change the nose gear door color.2.jpg1.jpg

\Robert Hamlich/

 

Just install the SDK on your sim-pc and lokate the Imagetool exe.This is a stand-alone executable an can be moved to your paint-pc.To dertimine which part of the texture is resposible for the nosewheelhatches use FSRepaint.A free demo version is available at the Abacus website.

  • Author

Thanks again Leen. I didn't think of that... that is why you are the expert.Have a good day,Robert Halmich

\Robert Hamlich/

 

Rob.You're missing alphas for fuse and tail. The landing gear door is located here. You need to make sure any alpha you use for the fuse is also carried over to this part of the texture so the door matches the fuse. Tip> For the nose gear door, you cannot use the same color values you specify for the fuse. We use a shadow layer on the bottom of the fuse so you have to use a darker color to match. Use your color picker and pick up the color value from the bottom of the fuse at the approximate location of the door and use that color for the nose door. As shown on the attachment, the gear door is darker than the fuse, yet it matches when closed. >End of Tip.Petehttp://forums.avsim.net/user_files/193155.jpghttp://forums.avsim.net/user_files/193156.jpg

  • Author

Hi Pete,Okay I did manage to fix the color issue on the doors and I realized on my way to work that I needed to select the shadowed color. Funny what we think of when we are in traffic.Second.... I did not select to include the alpha when I flipped the image in DXTbmp, so was that my problem or should I have created the alpha in Photoshop, just wondering is it part of the paintkit? Thanks for your help.Rob Halmich

\Robert Hamlich/

 

Rob.The alphas are all the same from livery to livery so the easiest thing to do is open one of house installed liveries and copy the alpha from that to your livery in your aircraft folder.Pete

  • Author

>Rob.>>The alphas are all the same from livery to livery so the>easiest thing to do is open one of house installed liveries>and copy the alpha from that to your livery in your aircraft>folder.>>PetePete,Ok thanks, I will go to the channels tab and copy the alpha.Rob

\Robert Hamlich/

 

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