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DECAL_questions again

Posted:
Sun Sep 05, 2004 6:28 am
by Gnome
Sorry to ask again folks but has ANYONE done this successfully and can tell me how, numpties-guide please.
I have got DECAL_NNUMBER to work perfectly. What I need to know is how to get other decals to work.
Is there anything special about the part I'm trying to map the texture on? I'm using a simple plane like I did with DECAL_NNUMBER.
Is there anything I need to know about the texture map itself? I'm using colour 0,0,0, for the background and hoping that just the foreground colours will show up but I get a black rectangle instead. (DXT.3)
It's driving me nuts!
Another problem is the decal simply making a transparent hole in my model in FS. Model is already textured with a shiny metal surface, is this similar to the problem you get with reflective canopies...?
Thanks.
Kev
Re: DECAL_questions again

Posted:
Sun Sep 05, 2004 9:51 am
by FSEdge
Hi Kev,
So what's it going to be this time, Gmax or fsds? ::)
I should be able to walk you through it using a multi material and need I say it...ok I will...Gmax. ;)
FSEdge
Re: DECAL_questions again

Posted:
Sun Sep 05, 2004 12:36 pm
by Gnome
:-)
I use GMAX to finish off my models.
So, yes please, lead me through it.
Kev
Re: DECAL_questions again

Posted:
Sun Sep 05, 2004 6:07 pm
by FSEdge
Hi Kev,
I haven't forgotten you.

I am putting a video together and will be done soon. I'll post a link to it in a short while.
FSEdge
Re: DECAL_questions again

Posted:
Sun Sep 05, 2004 6:30 pm
by Gnome
Thanks, looking forward to it. :-)
Kev
Re: DECAL_questions again

Posted:
Sun Sep 05, 2004 11:23 pm
by FSEdge
Hi Kev,
I hope this helps. When you first load the video be patient. It will load up to 50% before it starts running and there might be buffering issues. If the sound moves ahead of the video just back the video up a little. It should run nicely on the second run through. The duration is approx. 15 minutes. If you have questions feel free to email me.
Decal VideoFSEdge
Re: DECAL_questions again

Posted:
Mon Sep 06, 2004 3:09 pm
by Gnome
Er, how long does this thing take to load? I'm on dialup in the UK, paying through the nose! 15 minutes so far and nothing showing up....
Kev
Re: DECAL_questions again

Posted:
Mon Sep 06, 2004 3:17 pm
by FSEdge
You better forget it then. The file is roughly 58 Meg.
If you want I can upload it and let you down load it for later review. Sorry, but that is as small as I could compress it. If I archive it I can probably get the size down to 40 or 45 Meg.
Let me know what you want.
FSEdge
Re: DECAL_questions again

Posted:
Mon Sep 06, 2004 3:27 pm
by Gnome
Eek! That would take something like all day...
Er, can't you just post some instructions?
I've got DECAL_NNUMBER to work OK but I'd like to add some lettering on top of the fuselage (it is supposed to represent a hatch) and a name on each side of the nose.
Fuselage texture is already polished metal and my efforts so far are just making ractangular see-through patches. :-/
Kev
Re: DECAL_questions again

Posted:
Mon Sep 06, 2004 3:38 pm
by FSEdge
Adding text to other locations on the fuselage can't be done by way of DECAL_NNUMBER. The texture name has a special meaning in FS and is only controllable through the aircraft menu. You will need to approach the text from another angle.
FSEdge
Re: DECAL_questions again

Posted:
Mon Sep 06, 2004 3:50 pm
by Gnome
I know. I'm not trying to use DECAL_NNUMBER.
There is also a DECAL_WHATEVER... for logos etc.
Some of the default FS2002 and FS9 aircraft use them.
The FS2002 Dash 8 and the FS9 Jenny, for a start.
Examining the source for these aircraft has not helped me at all though. :-(
Kev
Re: DECAL_questions again

Posted:
Tue Sep 07, 2004 1:53 am
by FSEdge
WOW,
I totally misread your first post. Somehow I just read DECAL_NNUMBER. Sorry about that.
I poked around in the Jenny a bit and also looked into the texture being used. From what I can tell at first glance, the texture has an alpha channel and it's compressed to DXT1. I'll play with a few test objects and see if I can produce the same results as the Jenny.
Re: DECAL_questions again

Posted:
Tue Sep 07, 2004 7:39 am
by Gnome
Cheers Edge, if anyone can figure it out you can. :-)
I tried DXT1 and got a black rectangle. DXT3 gives me a transparent rectangle making a hole in the model.
My model textures are DXT3 to give a nice polished metal effect and I wonderd if the hole was a similar effect to the one you get when you use a reflective canopy and glssy textures on say, a prop or helicopter rotor, one intersects the other and you get zilch...
I look forward to your results and will hold off uploading my wonderplane until then. :-)
Kev
Re: DECAL_questions again

Posted:
Fri Sep 10, 2004 2:07 pm
by FSEdge
Hi Kev,
Well I think I figured out the DECAL_ texture.
Here is what I did:
1.Created a polygon in the area I wanted the decal to be and placed it just to the outside of the model.
2.Mapped and added Standard Material to the new polygon.
3.Created a texture in PSP with an alpha channel and saved it as DECAL_.tga and also DECAL_.bmp (to be used in Gmax for placement on the polygon).
4.Opened Imagetool and loaded DECAL_.tga.
5.Changed the DECAL_.tga format from 32 bit to DXT1 and then exported to FS aircraft \texture folder in my aircraft container.
6.Exported the Gmax model to FS.
That
Re: DECAL_questions again

Posted:
Sat Sep 11, 2004 4:49 am
by Gnome
Er, y'know when I said "numpties guide..."?
> 1.Created a polygon in the area I wanted the decal to be and placed it just to the outside of the model.
I managed that bit.
> 2.Mapped and added Standard Material to the new polygon.
I don't quite understand that bit.
> 3.Created a texture in PSP with an alpha channel and saved it as DECAL_.tga and also DECAL_.bmp (to be used in Gmax for placement on the polygon).
Colours? I'm guessing black for the parts I want invisible, i.e. where I want my original texture to show through.
Why both formats?
> 4.Opened Imagetool and loaded DECAL_.tga.
Dunno what Imagetool is but I used DXTBmp to do the same. I don't know what colours should be used for the alpha channel but I'm guessing black again...
> 5.Changed the DECAL_.tga format from 32 bit to DXT1 and then exported to FS aircraft \texture folder in my aircraft container.
Did that.
> 6.Exported the Gmax model to FS.
...and got a hole where the texture should be. :-(
> That