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Painters Issues - Post Here

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  • Author

Gavin, keep in mind what I said originally... You aren't moving the entire window layer, you need to either create a new one, or cut each window out, fix each, then merge when done (well, you don't have to merge, I just put them in a group)

With regard to the skeleton plane Moe had a similar issue and I found that this can be caused by not having some of DDS files in the texture folder.
This shouldn't be an issue if the texture.cfg is correct though. You don't need any files in the folder other than a correct texture.cfg and thumbnail to easily find your plane.

i9 10920x @ 4.8 ~ MSI Creator x299 ~ 256 Gb 3600 G.Skill Trident Z Royal ~ EVGA RTX 3090ti ~ Sim drive = M.2  2-TB ~ OS drive = M.2 is 512-gb ~ 5 other Samsung Pro/Evo mix SSD's ~ EVGA 1600w ~ Win 10 Pro

Dan Prunier

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That's what I thought. I double checked it the other day for Moe and with the correct texture.cfg and no texture files in the texture folder I had a "skeleton" plane. As soon as I added the texture files the plane was normal with the correct skin showing.

Gavin Price

Gavin I have the same situation on the windows on the 700.also, fallback folders included in texture.cfg dont seem to include all of the textures, rather just the common ones.

--Peter Fabian 
RTFM.jpg

This is what I put in the .cfg file:[fltsim.45]title=Boeing 737-808NGX Sunwing Wingletssim=B737-800WLmodel=panel=sound=texture=Sunwingkb_checklists=Boeing737-800_checkkb_reference=Boeing737-800_refatc_airline=Sunwingatc_id=C-FYLCatc_flight_number=0022atc_model=737-800atc_parking_types=GATE,RAMPatc_type=BOEINGui_createdby=PMDGui_manufacturer=Boeingui_type=737-800NGXui_typerole=737-800ui_variation=Sunwing Airline Wingletsairline_name=Sunwingdescription=Boeing 737-800 powered by CFM engines v 1.0nPMDG Simulationsnwww.precisionmanuals.com nnProduced under license from Boeing Management Company.nnBoeing 737, 737-800, 737-900 & Boeing are among the trademarks owned by Boeing.visual_damage=0

Wow looked at these things a thousand times and never noticed that Gavin its on both sides but no big deal to fix good find.keathedog That does not look like a paint problem to me looks like the computer having a hard time loading pmdg aircraft does this happen to the base pmdg plane when trying to load it ? please sign your real name, thanks.
All the other PMDG aircraft load properly.ThanksChris D
  • Author

Chris, those are your aircraft.cfg edits. Gavin and Peter are correct in that the texture.cfg alone (or as is) won't work. You would need to add a line to it to make it work as I mentioned (gotta love beta tuts). Not a big deal though, just do as I did in the video and copy all the files over from an existing PMDG paint (the house livery). Or you could add the needed entry into your "Texture.cfg" in your texture folder but its more steps then I have time to write at the moment and you'd need to renumber each of your other fallbacks also.

i9 10920x @ 4.8 ~ MSI Creator x299 ~ 256 Gb 3600 G.Skill Trident Z Royal ~ EVGA RTX 3090ti ~ Sim drive = M.2  2-TB ~ OS drive = M.2 is 512-gb ~ 5 other Samsung Pro/Evo mix SSD's ~ EVGA 1600w ~ Win 10 Pro

Dan Prunier

  • Author

To update this on the issues Gavin and Peter are seeing is the alpha channels and possibly a minor nudge to a window here and there near the seems (where they will be cut and joined in FSX). I fixed the 700 default that showed it where Gavin pointed out so just wanted to explain some things that might not be understood (even by some veteran painters).The NGX uses the Alpha channel in a way I never seen PMDG use it for. Normally people are accustomed to darkening areas via the Alpha channel for shine, and the alpha is often seen that way in FSX, or the way a lot use it for, but in the case of the NGX, it's as the Alpha channel is in nature, and that being for Transparency. Load up your other aircraft (MD11, 74X, etc) with an all black Alpha channel and you'll get a shine thats,, well, too shiny. Do it with the NGX and you'll get some see through fuselage and soon have Wonder Womans airplane.To demonstrate, here in this picture notice my name. I only did it on the Alpha channel. No shine, just transparent. I wrote my name in a layer, shut its visibility off and CTRL+Clicked it for a selection. Then I went to the Alpha Channel and filled the selection with black (more on that all later). This is a good thing by the way :(

nad.jpg*If you look close, you can see the seats.

To better explain that this wasn't a wrapper issue or a major issue, I made some people sets of windows for the various models (9,8,7,6). They include an Alpha cutout layer that you'll need to use to create your own alpha channel after you've moved all your pieces (easier that way).I also made a set of guides that work with all the models. Meant to use to quickly trace your flatten fuselage and drag it to the final psd. I would link all these things but can't at the moment and can't seem to upload a zip here. My FTP access is down for a few hours so can't link it either. I'll be able to in a few hours though if anyone wants them.Well, hopefully these two things as well as what I show in the video on how to change the color of peoples workspace (to avoid the line issue) will help people avoid a lot of what's being reported lately and are having issues with.Thanks for pointing it out Gavin. Hopefully we can all call this one solved now.

Edited by Turbine777

i9 10920x @ 4.8 ~ MSI Creator x299 ~ 256 Gb 3600 G.Skill Trident Z Royal ~ EVGA RTX 3090ti ~ Sim drive = M.2  2-TB ~ OS drive = M.2 is 512-gb ~ 5 other Samsung Pro/Evo mix SSD's ~ EVGA 1600w ~ Win 10 Pro

Dan Prunier

It is worth noting that not only windows, but generally all misalignments that are not misaligned by fractions of pixels, but a whole number of pixels, (windows, cheat lines, rivet lines, etc. off by, 1, 2 pixels, but not 1.2 pixels) CAN be fixed by painters, it all just depends on how much time you want to invest in repairing these issues. Good news is, once you make yourself a customized paintkit with proper alignment, you can use it repeatedly.

--Peter Fabian 
RTFM.jpg

  • Author

Exactly. I think more people are painting now with the NGX, but look at the my old written tutorial even, it's one of the 1st things I say. ALL kits have issues, and once you fix them, they're forever fixed. I mentioned that 1st thing in the #0 video also. When I first started painting, I made the mistake of unzipping the kit I needed from scratch. With each paint (as a beginner), I did a correction here, and there, but in most cases I didn't even see what needed correcting until certain paints (that's with everything still). New painters or even veteran painter can get overwhelmed but it's something you can improve on paint to paint, and like a developer, later maybe even re-release an updated paint. It's easier then getting yourself overwhelmed with 200hrs of paint work.I still regret doing the tut on the NGX because despite popular belief, it's one of the easier paint kits to work with. Advanced, yes, but if people started with so many others they would have very limited options. Some developers merge everything before releasing the kit which is criminal in my mind. Others save dirt layers with low opacity so you can't see what was done, or how to get ideas from it. Another good example is saving a layer with a blend mode to hide the brilliance of what they did. I understand developers wanting to safe guard their secrets, but this isn't the case with just some developers, I see painters all the time also wanting to keep what they know to themselves. Basically, people don't know how good they have it with these kits. Sadly, new painters may get turned off with the amount of layers but more advanced painters drool over such a thing.

i9 10920x @ 4.8 ~ MSI Creator x299 ~ 256 Gb 3600 G.Skill Trident Z Royal ~ EVGA RTX 3090ti ~ Sim drive = M.2  2-TB ~ OS drive = M.2 is 512-gb ~ 5 other Samsung Pro/Evo mix SSD's ~ EVGA 1600w ~ Win 10 Pro

Dan Prunier

I think it may be a good idea to export an all-white livery on your own to take a look at some basic stuff. Maybe to take a look and see what is an imperfection existing in the paintkit, and what did you do, even if inadvertently.Merging layers in a paint is a bad thing, I agree there.could be potentially very frustrating.Blending or opacity pre-selects, I can see the reasoning. A novice repainter wont take a look and blending and opacity of overlay layers make it easier for them to just paint in a specified place and be ready to release. More experienced painters who want to take a look will be able to re-set the layer to normal state. (unless there is a way to lock the blending and make it irreversable for painter, in which case, you have a very valid point. I will admit I do not know if that is possible to do or not).And about fixing the paintkits and having them fixed forever - yes. Even PMDG did that, with 700 (and possibly 600) paintkit. THe original released paintkits had some issues such as carryover overwing exits, but alas, they fixed it, and now it is forever fixed.

--Peter Fabian 
RTFM.jpg

Or you could add the needed entry into your "Texture.cfg" in your texture folder but its more steps then I have time to write at the moment and you'd need to renumber each of your other fallbacks also.
How would I do this so I can have more than one repaint per aircarft version?
  • Author
How would I do this so I can have more than one repaint per aircarft version?
I'm not sure I follow exactly what you're wanting. If you mean you want both the NGX's maintenance and FSX to see it as the same aircraft (title, ID, etc) you would have to make folders of those aircrafts textures in your texture.xxx folder. You could then do it a couple different ways and that's either make the entry in your texture.cfg to point to which folders textures you want it to use prior to launching FSX, or just copy that folders textures and overwrite the others in that particular texture folder.For example, I have some personal paints that I have made various texture sets for. Clean, dirty, belly scrapes for if I did a recent belly landing (FSP) and a set showing signs of a recent engine fire (to include oil splatter and burn marks down the fuse and tail). These are all in folders of my texture.xyz folder for my Duke B60. Prior to a flight I just grab one set and overwrite the other since each set is already backed up in their "Clean", "Dirty", "Belly", "Fire" folders within that texture.xyz folder. No need for anything more. Optionally, you could do what I later started doing and could just create a different texture.cfg for each and replace it before each flight. The end of
shows more on understanding texture.cfg's.

i9 10920x @ 4.8 ~ MSI Creator x299 ~ 256 Gb 3600 G.Skill Trident Z Royal ~ EVGA RTX 3090ti ~ Sim drive = M.2  2-TB ~ OS drive = M.2 is 512-gb ~ 5 other Samsung Pro/Evo mix SSD's ~ EVGA 1600w ~ Win 10 Pro

Dan Prunier

  • 2 weeks later...
  • Author

Hey guys, can you post which version of whatever you're using please.Example: For me, it's PS (Photoshop) CS3.Thanks,

i9 10920x @ 4.8 ~ MSI Creator x299 ~ 256 Gb 3600 G.Skill Trident Z Royal ~ EVGA RTX 3090ti ~ Sim drive = M.2  2-TB ~ OS drive = M.2 is 512-gb ~ 5 other Samsung Pro/Evo mix SSD's ~ EVGA 1600w ~ Win 10 Pro

Dan Prunier

  • 2 weeks later...

Has anyone got any tips on how to create the _spec maps (particularly getting elements of your livery into the alpha channel of the _spec maps)? There is no mention of these files in the documentation that comes with the paint kit. Or do you simply not use them and let the common spec's come through?

Greg Barber
VeeOz Virtual
VATPAC

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