Cockpit repaint tutorial?
#1

I wonder where I could find a cockpit (&instruments) repainting tutorial? I thought this would be the right section (tutorials) and the search didn't give good hits.

Maybe someone can point me to a discussion that did have very good info on the subject?

As most are not going to spend big money on programmes like Photoshop, examples using Paint.NET and GIMP would be preferred, I think.
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#2

http://www.simmerspaintshop.com/forums/ ... e-art.html
is probably the nearest thing i know of on the net.
http://www.simmerspaintshop.com/forums/ ... paths.html
might be of use also

http://server1.cgtextures.com/
is more than useful- some of the tutorials are interesting too

check out the alpha channel tutorial on this page- you'll need it.

most use ps as a basis but gimp seems to have most of the features needed- use what you know and wade in- well that's what i did, be prepared for a few 'failed experiments'- an expert is just someone who's made all possible mistakes!!

:oops:

.sfs extractor tool and tga convertor from the tools pages will be needed to get the tga files you need in a workable format- pick the plane you want to do (p-38?) and start playing around.

tga size- max game can handle is 1024*1024 and must be an exact multiple of 64 pixels, eg 256*256 is orig size for most, you can make them either 512*512 or 1024*1024 to cram in more detail

how your files will look ingame is a whole other subject.... subtle changes to levels/saturation

learn how mods file structure works- this is very important :wink:

mat files- you shouldn't need these at first but they can be useful, each tga has an associated .mat file which is just a text file that tells the game how to display it's respective tga. make backups before changing :wink: - again experiment. personally i use them to tone down night lighting, you nay find other uses.

i'll not go into heir file as for a straight repaint you shouldn't need it.

hope this helps point you in the right direction
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#3

'been waiting for this
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#4

bolox Wrote:.sfs extractor tool and tga convertor from the tools pages will be needed to get the tga files you need in a workable format- pick the plane you want to do (p-38?) and start playing around.
Thx. If and when I would find the time the 38 would be it and I would announce it as a WIP, so as to not get in the way of others. Having a tutorial or knowledge where to find the info helps others over the threshold too, creating a larger influx of cockpit repaints.

If anyone has additional info and tips, please share. Smile
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#5

You'll have to open tga's with tga viewer what you can find from this site and then save them as jpg and edit them and save them as tga to folder you should find yourself for little challenge :wink:

:hint: check file structure of extracted sfs.
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#6

KG64_cnopicilin Wrote:You'll have to open tga's with tga viewer what you can find from this site and then save them as jpg and edit them and save them as tga to folder you should find yourself for little challenge :wink:

:hint: check file structure of extracted sfs.
I would leave the TGA in either TGA or in the programme's own file format. Saving as jpeg will degrade the quality.
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#7

well this is where it all started

viewtopic.php?t=1100&postdays=0&postorder=asc&start=0

well worth a read through- fortunately we have tga convertor tool now Big Grin . i've always saved as tga to keep quality
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#8

Next question:

Is there a thread or info, on how to add a new gauge to a position in a cockpit? I was looking at the fuel gauge in the 38, and it's a generic. In the real world they are labeled "Main" and "Reserve" and look different.

Also: is it possible to add new needles or moving/rotating "objects", so a moving visual indicator is possible of the Flap/Gear gauge? This would also help, if a dual-needle instrument (RPM or manifold) could get a L/R or #1/#2 on the right needle.
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#9

as requested ...

alpha channel + having glass layer for gauges .... hope you'll find it useful ( PM if additional questions ):

fly_zo Wrote:It's really no biggie .....

1 make additional tga only with glass areas ( can be used for adding pics and other stuff too )

[Image: alpha00.jpg]


- make sure you make proper alpha channel here :

a) select visible areas
b) under select menu : save selection .... as alpha

[Image: alpha01.jpg]

[Image: alpha02.jpg]

c) make sure you check box for new channel before saving as 32bit tga ( no RLE compress)

2 make new , or edit present .mat file , in this case : 26.mat ( notepad) by adding lines for second layer with appropriate properties for transparency and stuff ....

should look like this :

Code:
[ClassInfo]
  ClassName TMaterial
[General]
  tfDoubleSide 0
  tfShouldSort 0
  tfDropShadow 0
  tfGameTimer 1
[LightParams]
  Ambient 1.0
  Diffuse 1.0
  Specular 0.1
  SpecularPow 32
  Shine 0.0
[Layer0]
  TextureName 26.tga
  PaletteName
  Frame 0.0
  VisibleDistanceNear 0.0
  VisibleDistanceFar 10000.0
  TextureCoordScale 0.0 0.0 1.0 1.0
  ColorScale 1.0 1.0 1.0 1.0
  AlphaTestVal 0.5
  tfWrapX 1
  tfWrapY 1
  tfMinLinear 1
  tfMagLinear 1
  tfMipMap 0
  tfBlend 0
  tfBlendAdd 0
  tfTestA 1
  tfTestZ 1
  tfUpDateClear 0
  tfModulate 1
  tfNoTexture 0
  tfAnimatePalette 0
  tfAnimateSkippedFrames 0
  tfNoDegradation 1
[Layer1]
  TextureName 26_2.tga
  PaletteName
  Frame 0.0
  VisibleDistanceNear 0.0
  VisibleDistanceFar 10000.0
  TextureCoordScale 0.0 0.0 1.0 1.0
  ColorScale 1.0 1.0 1.0 0.2
  tfWrapX 1
  tfWrapY 1
  tfMinLinear 1
  tfMagLinear 1
  tfMipMap 0
  tfBlend 2
  tfBlendAdd 0
  tfTestA 0
  tfTestZ 1
  tfUpDateClear 0
  tfModulate 1
  tfNoTexture 0
  tfAnimatePalette 0
  tfAnimateSkippedFrames 0
  tfCompressMajorAlpha 1
  tfNoCompress16Bit 1
  tfNoWriteZ 1

note here that glass layer is listed as [Layer1] : 26_2.tga


result should look like this :

[Image: alpha03.jpg]

[Image: alpha04.jpg]


cheers
Z
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#10

Is there an environment where it would be possible to check the reflection in the canopy? A clear 3AM setting is too bright. Would the "green screen" map be black if set to night?
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#11

I have a problem with gauges4_night.TGA.

-I would like to use/extract the palette of the original (256 Grayscale)
-Then automatically convert another WIP TGA texture, using that palette

Is this possible? Example available using GIMP?
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