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KAC90 B-90 AMF

Posted:
Sun Oct 30, 2005 7:05 pm
by wji
Something I've been working on . . . 
Recovered the grey bottom with one of my favorite textures
Re: KAC90 B-90 AMF

Posted:
Sun Oct 30, 2005 7:10 pm
by Sytse
That looks awesome!
Try getting some dark alpha on the prop cones.
Re: KAC90 B-90 AMF

Posted:
Mon Oct 31, 2005 11:14 am
by wji
Cool . . . thanks for the tip, Pigeon.
Re: KAC90 B-90 AMF

Posted:
Mon Oct 31, 2005 11:59 am
by Sytse
At least...
I assume you want them to look likebare metal?
Re: KAC90 B-90 AMF

Posted:
Mon Oct 31, 2005 12:49 pm
by wji
Roger that. Thanks again for the push (or was it a gentle nudge?)
EDIT whoops!

Re: KAC90 B-90 AMF

Posted:
Mon Oct 31, 2005 1:38 pm
by Sytse
Now that's a lot better! Aint it? ;D
Re: KAC90 B-90 AMF

Posted:
Mon Oct 31, 2005 2:00 pm
by Mehdi
Nice one, Bill. :)
Re: KAC90 B-90 AMF

Posted:
Mon Nov 07, 2005 4:45 pm
by cspyro21
AAggh! How do you guys get SUCH COOL REPAINTS!!!
I mean, sure, I haven't been repainting for long (3 days, actually ::)) but I must know how you get your repaints so bold, yet not blurry??
Thanks,
Charlie
Re: KAC90 B-90 AMF

Posted:
Mon Nov 07, 2005 4:54 pm
by Sytse
Check your mailbox, Cspyro! There's a really good tute in there wich tells you anything about making good repaints.
Re: KAC90 B-90 AMF

Posted:
Mon Nov 07, 2005 6:23 pm
by ozzy72
She looks good

Re: KAC90 B-90 AMF

Posted:
Tue Nov 08, 2005 11:05 am
by wji
If you are referring to mine it's NOT because they are 32bit; all my own repaints are exclusively DXT3.
Thank you for viewing and commenting.
Re: KAC90 B-90 AMF

Posted:
Tue Nov 08, 2005 3:59 pm
by Sytse
Ehm... I thought DXT3 was 32 bit? ???

Re: KAC90 B-90 AMF

Posted:
Tue Nov 08, 2005 5:00 pm
by cspyro21
Ehm... I thought DXT3 was 32 bit?
Don't they all come under the title of '32-bit'? Else none of the textures would work ???
Re: KAC90 B-90 AMF

Posted:
Tue Nov 08, 2005 5:40 pm
by Sytse
No
8 bit textures work, but then you can't use alpha.
Re: KAC90 B-90 AMF

Posted:
Tue Nov 08, 2005 9:43 pm
by wji
"Ehm... I thought DXT3 was 32 bit?"
"DXT3 - this is a 16 bit compressed format with a 4 bit alpha (16 levels). These are used for textures that need a varying level of alpha. Most of the Aircraft textures are in this format." -- Martin Wright.
Often repaints are offered in what are described as DXT3 and/or 32bit formats.
The former is a smaller file size than the 32bit. As mentioned, I only output to DXT3 16/32 files to keep the size smaller by a factor of (almost) eight (8 times).
Whether or not the others are 32bit 88-8 I do not know.
Here's what the author of DXTbmp.exe,[url=http://www.thebest3d.com/dogwaffle/3rdpartyplugins/mwgfx/
]Martin Wright,[/url] states:
"Things you probably need to know about editing FS textures. By default they are usually in DXT1 or DXT3 format. However both these compressed formats are "lossy" so repeated editing back and forth will soon result in a graphical mess. The first step is usually to convert to 32 bit. You can then edit as much as you like without degrading the image . You can either use the Extended 32 bit version in FS or convert a copy to DXT format for actual flying. The drawback with 32 bit is the filesize (4 or 8 times the size of the equivalent DXT) and performance (DXT formats are optimised DirectX formats and are stored and displayed using the Graphics card built-in DXT hardware). The normal procedure recommended with my FS tools is to load in the original texture, save out as 32 bit Targa or 32 bit Extended and then do all your editing using this 32 bit version. When you want to try the texture in FS load in the 32 bit version and save out