DXTBmp help

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DXTBmp help

Postby mossdog » Sun Dec 24, 2006 12:47 am

Hey everybody just making my first repaint for FS2002. Im following a tutorial (by someone that i cant remember) and its going really well. At least i thought it was anyway. Ive run into a problem. The author told me to download a programe called DXTBmp. I did this and carried on with his instructions to modify a file called fuslg_t. He then told me it would be a good time to test it in Flight Simulator. So i followed his instructions which were:

1.      Save the file fuslg_t.bmp
2.      Copy and paste (DO NOT DRAG AND DROP) the file into the Saab
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Re: DXTBmp help

Postby igorski » Sun Dec 24, 2006 4:24 am

Just to test, try opening the file in the traditional way, i.e. use File / Open in dxtBmp

Also, I disagree with where it tells you to use dxt1, in Fs2002, and especially 2004, DXT3 is the more widely used compressed format.
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Re: DXTBmp help

Postby mossdog » Sun Dec 24, 2006 5:20 pm

Thanks for the help igorski i should have said in my original post that i tried the traditional way (file>open in DXTBmp) but still no luck and i also read that DXT3 was the more appropriate format to use and so i tried it with that and still no results. Never mind its xmas today and i got FSX Deluxe. i was wondering if you can tell me whether the SDK that comes with it requires DXTBmp as well or whether its easier to use and comes with a utility that does the same job thanks again happy xmas
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Re: DXTBmp help

Postby igorski » Sun Dec 24, 2006 5:23 pm

I doubt the SDK comes with dxtbmp, as its not an MS product.

Get the latest version from here:
http://www.mnwright.btinternet.co.uk/pr ... dxtbmp.htm

also, Happy Christmas, from myself and the AGNT Crew too!  :)
Last edited by igorski on Sun Dec 24, 2006 5:24 pm, edited 1 time in total.
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Re: DXTBmp help

Postby Bird-Nerd » Sun Dec 24, 2006 5:29 pm

it's not christmas for me until tomorrow  ;D
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Re: DXTBmp help

Postby igorski » Sun Dec 24, 2006 5:32 pm

Same here, 1030 pm just now, but if you catch me one here tomorrow, I must be having a bad day!!!  ;)
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Re: DXTBmp help

Postby Bird-Nerd » Sun Dec 24, 2006 5:37 pm

it's only 2:30 p.m. here  ;) time fly's when youre not on the west coast  ::)
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Re: DXTBmp help

Postby igorski » Sun Dec 24, 2006 5:40 pm

ahh right! a lil longer to wait then, you might get your dxt working in time for some post xmas repaints  ;)
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Re: DXTBmp help

Postby Bird-Nerd » Sun Dec 24, 2006 5:43 pm

all i need to do is figure out how to make the texture's shiny  :D
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Re: DXTBmp help

Postby igorski » Sun Dec 24, 2006 5:45 pm

Alpha!

an extract from my Repaints guide:

Alpha Channel

The Alpha Channel / Alpha Layer is used for EITHER reflection OR transparency, and the one that it controls is set by the modeller, not the texture artist.

To make a complete Flightsim Bitmap, in any format, you combine a normal bitmap, with a 2nd image, containing the data for the Alpha Layer.

If you dont choose to add an alpha layer, it is simply assumed to be entirely pure white (ie opaque/matte)

Essentially, anywhere on the 2nd image that is pure white will be rendered matte OR opaque when the 1st bmp is applied to the model. Any areas of pure black will be rendered fully chrome, or transparent. Shades of grey between black and white allow for various levels of shine / transparency.

You must use dxtbmp to add an alpha layer to an FS bmp.

* Open the bmp you wish to alpha
* Select the "Alpha" menu, then "Import Alpha Layer", and select your second BMP file.
* Save the first bmp in a suitable format.
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