I forgot to mention that you need to make sure that the plane has a paint kit as well. This is usually a separate download from the plane itself.
Actually Christian, that is not 100% accurate. I have painted several times as many without a paint kit as I have with one. Granted, it can sometimes be more work, but sometimes it is easier, IF
you have a paint program that will do layers, like Photoshop and Paint Shop Pro. For example, some paint kits do not give you an idea of where the best place to put a registration or text is and
causes a lot of trial and error. If you create a new layer on the existing texture, you can put your new registration or text on the new layer, above the existing text/registration and then just paint
over the existing on the base layer. Word of caution in doing it this way. To avoid overwriting the original, make a new folder for your paint job. If you don't know what you want to call it yet, just
name it texture.new. You can always rename it later. Then copy all the textures in the original texture folder and paste them in your new folder. Then there is no danger of overwriting the original by
accident. Also, by using a paint program with layer capability, you can create a layer and choose Multiply or Overlay for the layer type and/or change the layer opacity to get the desired effect on layers
below or the base layer. But sometimes, doing it this way requires you to create all the rivets and lines on a layer above the base, because you will end up painting over them on the base layer.
This method is especially useful when you do not want to change the original theme, but just want to do a palette shift (color change).
Almost forgot. To avoid pixilation from opening the file so many times while working on it, the first time you save it, save it as a .psd with separate layers intact. Then instead of opening the texture in
DXTBmp and sending it to editor, you open your .psd file in your paint program to work on it some more. Doing it this way avoids the pixilation and tiny blocks of various colors that really spoil a
good paint. When you are ready to check your work, open DXTBmp, and open your .psd file. Then save the file to your new texture folder as a .bmp or .dds and the level, i.e. DDS DXT5 or
DDS 888 32-bit or an Extended .bmp DXT5.
When doing it this way, you also have the advantage of opening the original and sending the alpha channel to editor. Duplicate it, leaving the duplicate open and your paint program open, and close
the original without saving. Then open your new file and send it's blank alpha to the editor. Copy and paste the duplicate alpha to your blank one. Close and save your now edited alpha and close
the duplicate without saving. Or you can just send the main file to editor, duplicate it, close without saving and send the alpha to editor. Then copy and paste the duplicate to the blank alpha. It
depends on whether you want text and design (stripes, etc.) on the alpha or not.
Just my 2