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Guest BeaverDriver

Repainting Question

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Just a quickie here. I'm trying to put a new tail number in the 777 (PMDG_777_VC_NNumber...), but can't seem to figure out what it needs. I retype the number on the templace (select the text layer and change it), then make the Background layer above it visible, and then save it as a .dds file. However, while I get the background showing up just as it does in the default airplane, there are no numbers there. Can someone who has used the paint kit clue me in please?

 

Thanks much!

 

Glenn

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OK, I think I didn't explain myself too well. Here's a screen shot of what I get. Note the lack of any lettering (follow arrow).

 

IDPlate1.jpg

 

Thanks for any help :).

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Merge altered layers, flatten, then save as DXT5 with Imagetool (no need to flip with this and for FSX only).

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They are right, the actual number is the Alpha channel. The "Red" area wont show, the Clear" area will (in photoshop)

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OK, so I need to edit the number in the actual Alpha channel rather than the layer marked under the Alpha channel folder? I'm rather confused here. Maybe someone could give me step-by-steps as to what actually gets done here? Thanks!

 

Glenn

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Yes Glenn, the Alpha Channel is what actually controls the VC Number. I will have a look at step by step for you

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It's very simple: You cannot type text in alpha channel, so they have made one normal text layer as reference. First type your registration there > Select all letters > go to channel card and select alpha channel to be visible only > you will notice that whole image is black, but selection is still active > use erase tool or del button on keyboard to delete everything in selection.

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OK, thanks very much. I'll give this a try tonight. Do you leave the black layer with the text in the "Layers" panel (under the "Alpha" folder) visible or no?

 

Thanks again!

 

Glenn

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OK, I gave it a shot. Using CS6, you can't use the "Delete" key or eraser on an Alpha channel. What have I got wrong here?

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Step 1: Enter the details and save as a flipped DDS file.

Step 2: Using the PSD File again, save the same thing as a bmp file (For the alpha layer)

Step 3: Open the dds file in DXTBMP.

Step 4: Go to the Alpha drop down menu and select import alpha layer

Step 5: Select the bmp file you just saved.

Step 6: In the alpha drop down menu choose flip alpha.

Step 7: Save as a DDS file (DXT 5)

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THANK YOU NGX12!! I'll do that tonight first thing when I get home. Really appreciate the info!

 

Glenn

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Many thanks again NGX12! That worked perfectly. I believed I had to make visible Layer 1 (the top layer) and that's partly what was confusing me. It looks like it's enabled in the default livery. Once I followed your instructions exactly, everything fell into place. Really appreciate your help on this :).

 

Glenn

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For anyone who know me, I am actually Goldstar Textures. Glad the method helped. If you have any more questions don't hesitate to message me :)

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AHHH, yes, I see now! I was half asleep yesterday when I read this and didn't make the connection. You do some fantastic work there my friend. Thanks again for your generosity and especially your great work!

 

The only question I have remaining is what the purpose of that top layer (looks like a "fuzzy brownish" texture) is? The layer is vis is turned off in the paint kit, but when you look in the default 777 texture folder, it looks enabled yet the registration comes through properly on the plate. I'm curious about that. Anyway, thanks yet again. Sure appreciate the help :).

 

Glenn

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Step 1: Enter the details and save as a flipped DDS file.

...

 

Hello. If you work with DDS files in Photoshop, you don't need any of that to successfully work with alpha channel.

I just created a tutorial for it, so you can have a look as well: http://forum.avsim.net/topic/429645-tutorial-working-with-alpha-channel-in-photoshop/

No need to use DXTBmp for any of that.  :smile: Sorry for hijacking the thread! 

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Hi George,

No, you aren't hijacking the thread at all. This is really helpful. I also have the NVidia plug-in for PS CS6 which helps immensely and means I don't have to use DXTbmp that much, but I still do use it from time to time (I did in following Alex's instructions). The tutorial really helps in an area that I've always been a bit fuzzy on. Thanks very much for this - really appreciate it!

 

Glenn

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