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