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How can i make a detailed livery?

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Hi guysThat's my first experience with the livery making.My workflow:I'd take the NGX 800 Paintkit, and i draw my livery on the fuselage.After the crop of the three parts of the fuselage, i'd exported my BMP 32bits from PS CS5.Then, reading fs developer forum i'd learned to import my textures with DirectX SDK, that's may be better than use DTXbmp freeware tool.But when i load my NGX with my livery, this seems to be less sharpen than the original BMP... then: what i can do fopr obtain a great textures as the fantastic liveries proposed in the "Livery availability" Thread?

Export without use of MIP maps. Those are useless on an airplane texture, all they do is bloat the filesize and create artifacts.Also I am not sure what do you mean by DirectX SDK, but the format-to-go in FSX is DDS. That can be exported directly from within Photoshop, as described in paintkit readme file. (note that you might need to install the Nvidia DDS plug-in)

--Peter Fabian 
RTFM.jpg

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Thankyou, but what i've to export without mipmaps? In my workflow i didn't export anything. I take the PSD file, then i paint over this, and i save my BMP file, then i import this bmp file into a DDS file without the alpha channel.I add the alpha channel from a secondo bmp file, exported from an axisting livery of my NGX.If you mean to export my BMP from photoshop without mipmaps, what i have to do for exluding the Mipmaps?

Thankyou, but what i've to export without mipmaps? In my workflow i didn't export anything. I take the PSD file, then i paint over this, and i save my BMP file, then i import this bmp file into a DDS file without the alpha channel.I add the alpha channel from a secondo bmp file, exported from an axisting livery of my NGX.If you mean to export my BMP from photoshop without mipmaps, what i have to do for exluding the Mipmaps?
Sorry but why do you do that... The alpha is already contained in the master files. Why reimport them in an additional step? Furthermore you shouldn't use an alpha from any other livery as they might have different window configurations etc. Same goes for spec, bump and other textures, obviously. Also there should not be any need to mess with any bitmap file at all. DDS is what you need, because that's what FSX smacks onto the 3d model. Big%20Grin.gifsig.gif

BMP is a redundant step in FSX, since Photoshop can save directly into dds, you dont need to use DXTBmp at all.When you install nVidia DDS plugin into photoshop, you then need to do:a)get your paint properly chopped up and placed into fuselage section psds. Apparently you do that already.Now::( right click in layer window on any layer, click Flatten image, discard hidden layers if asked to.c) Image / Rotate Canvas / Flip Canvas Verticald) File / Save As - choose D3D/DDS (*.DDS) and save.e) In the screen, choose your desired format from the bar. I use 8:8:8:8 ARGB 32bit, PMDG somewhere suggested DXT5 I recon. 32bit will likely have FPS impact on some slower computers, but are of higher quality. Also make sure you have No MIP maps selected in MIP Map Generation box.You do not need to care about Alphachannel, since it is included with fuselage section psds from PMDG (unless you want to plug some windows)

--Peter Fabian 
RTFM.jpg

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