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About Leen3131cs

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  • Birthday 11/09/1950

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  1. The answer is a simple NO. BUT , the Physically-Based Rendering XP11 uses in combination with its real-time-reflectiveness give great ( possibly beter) results anyways. The only file on wich we can work with colors is the diffuse.png. In the normal and its alpha-channel we can control how the surface behaves and we can influence colors by the level of reflectiveness to a certain level. As said ,there is noting alike a specular-file as we know from FSX etc. You write : Normals can be used to simulate polished metal. When normals are made the correct way and the OBJ-files for the plane are enabling metalness, we should not say that polished metal is simulated. The skin of the plane IS real polished metal and mirroring as in real life. Its not a simulation of reflectiveness, its real reflection/mirroring.
  2. There are no specular-files in XP We have a diffuse file wich holds the "texture" of the plane. PBG or DDS without alpha. Besides that we have normal files ( aka bumpmaps in FSX ) PNG with alpha. PBR effects ( gloss/materials) are regulated by this normal-file. See the FAQ for a bit more information about normals and how they work.
  3. Try to extend the white for the radomes on the texturesheet. When these surfaces have a black edge it might help painting these black parts on the texture in white.
  4. Alpha channels can be easily extracted from and ( after being edited) re-imported in texturefiles using a great tool named DXTBmp.( made by Martin Wright ) See the Painting FAQ Question/answer nr 2 Open the files for the fuselage in DXTBmp and you`ll see the alpha-channel in the little window at the right-top-corner of the program. Choose the option Image> Send to editor and edit the file,save the file in your paintingprogram ( JUST save , not save as) Then choose the option Image>Reload after edit and save your file to the desired filetype. MIND when saving you can choose between saving with or without Mips ( Mip-mapping) , I usually UN-check Mips to have the utmost quality when looking at the plane in sim.
  5. Nothing wrong with helping. You just repeated something wich already had been mentioned. Did you actually notice all answers given before? But, repeating sometimes helps.Thanks.
  6. Thats exactly what is described in Painting FAQ Question 22: A "Total-Fuse" how to make and how to use? and has been mentioned on this thread already.
  7. See Painting FAQ Question 22: A "Total-Fuse" how to make and how to use?
  8. Hi guys. I think this thread has come to an end and its time to close. MIND Please use the Paint Request forum for livery-requests.
  9. Great tip Christian. Thank you!!
  10. As far as my information goes, the paintkit has been published at the PMDG site years ago. As they do not offer the B1900 these days , they no longer have the paintkit available.(???) Lets hope someone who has the paintkit will share it with you.
  11. When making a copy from the paintkit you must be sure to copy the layer wich actually holds the texture you want to copy. You probably tried to copy an empty layer.
  12. Aswer 22 might help a bit.
  13. Using DXTBmp we must make sure we have the DLL set wich is a separate download from the same website installed to too. Look for GFX DLL`s. When actual editing a texturefile , the best workflow to follow is to open the files in DXTBmp and export if from there to your paintingprogram. SAVE ( just save , not save as) the edited texture in your paintingprogram and "Reload after Edit" your texture in DXTBmp , THEN its time to "save" or "save as" your texture in/with DXTBmp. Following this workflow you keep the Alpha-channel in the texture intact. MIND when loding a extended bitmap and saving it to DDS the image must be flipped vertically ( upside-down) to show correct in the sim.
  14. I like the plane, nevertheless spoken as a painter I am deeply disappointed. As the textures for the exterior of the plane are concentrated on just ONE 4K sheet , its impossible to make detailed livery-textures. The model has quiet a a low texture definition . The LES DC3 has the same definition , this definition can be doubled. The definition for this model is at its max already. Several painters make nice textures for the model and they really did their utmost , nevertheless its a missed chance.