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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

Adobe Photoshop plug-in's

Warrant

Videre Vincere Est
What AP CS4 plug-in do i need to repaint aircraft that are done with bitmaps?
I normally only repaint DDS files.
 
I am not sure that there is a plug-in for PS that creates the compressed BMP files used by flight sim.

The normal steps are to flatten then 'Save As' a BMP in PS and then open that file with DXTBmp and save as a DXT5 or 888 file depending on preference.
 
I create repaints in Photoshop's PSD format, which can be read by ImageTool and converted to any FS-native format from there.
 
OK, let me narrow this down. My reason for asking is;

When i open a texture file of an aircraft that uses *.bmp format, all i see is a disturbed image at most (in CS4), but most of the times just a few pixelled lines or area's with no structure at all.

I had the same with DDS, before i noticed and downloaded a special DDS plug-in.

Meaning, the bitmaps must carry a code with them, or metadata, incompatible with the standard CS4 library. Does anyone have the same experience or problem, and what is the solution?
 
Bitmap files for flightsim are in a compressed format (known as an extended BMP) which Photoshop cannot read (or save) directly.

If you are trying to open existing compressed BMP files in order to do a repaint then the route taken by most repainters is to open the file in the freeware DXTBmp program and then send that file to your editor (Photoshop in your case) while keeping DXTBmp open at the same time. Once it's in PS you can edit as required then save (using the same name assigned by DXTBmp) and then switch back to DXTBmp and select 'Reload after edit'. Once the edited file is back in DXTBmp you can then save from there in the required 'extended' format (usually DXT5 or 888).

The DXTBmp program can be downloaded from here...

http://fly.to/mwgfx/

Click on the DXTBmp button in the second row of icons at the bottom of the page to access the download page.
 
Bitmap files for flightsim are in a compressed format (known as an extended BMP) which Photoshop cannot read (or save) directly.

If you are trying to open existing compressed BMP files in order to do a repaint then the route taken by most repainters is to open the file in the freeware DXTBmp program and then send that file to your editor (Photoshop in your case) while keeping DXTBmp open at the same time. Once it's in PS you can edit as required then save (using the same name assigned by DXTBmp) and then switch back to DXTBmp and select 'Reload after edit'. Once the edited file is back in DXTBmp you can then save from there in the required 'extended' format (usually DXT5 or 888).

The DXTBmp program can be downloaded from here...

http://fly.to/mwgfx/

Click on the DXTBmp button in the second row of icons at the bottom of the page to access the download page.

Thanks mate, that was what i was looking for (unless there are easier tools/methods).
 
If you use the MS Image Tool ,convert the file to 32bit and save it out to another place. You can then open it in Potato shop. Once you are done, save as .psd and open in Image Tool to convert back to whatever you wish. You then don't need another programme.
 
If you use the MS Image Tool ,convert the file to 32bit and save it out to another place. You can then open it in Potato shop. Once you are done, save as .psd and open in Image Tool to convert back to whatever you wish. You then don't need another programme.

That's the image workflow I've been using for years. Works a treat.

When I'm converting images from FSX to PSD, I open the originals in Imagetool and convert them to 32-bit, then save as Targa (TGA) files. That format saves the alpha channel information intact from BMP and DDS. Then I convert that to PSD in Photoshop to create my original working files.
 
That's the image workflow I've been using for years. Works a treat.

When I'm converting images from FSX to PSD, I open the originals in Imagetool and convert them to 32-bit, then save as Targa (TGA) files. That format saves the alpha channel information intact from BMP and DDS. Then I convert that to PSD in Photoshop to create my original working files.

That is a huge work-around especially when you need to check stuff in FSX each and every time, how it looks (especially with camo patterns, weathering and stuff).
You know, when dealing with DDS format you do your thing in PSD, save the changes in DDS, open them again in PS, Flip them vertical, and away you go...
With Bitmaps the steps are even more complicated, when dealing with minor adjustments.
I think i'll stick with planes which have DDS format paints.
 
That is a huge work-around especially when you need to check stuff in FSX each and every time, how it looks (especially with camo patterns, weathering and stuff).
You know, when dealing with DDS format you do your thing in PSD, save the changes in DDS, open them again in PS, Flip them vertical, and away you go...
With Bitmaps the steps are even more complicated, when dealing with minor adjustments.
I think i'll stick with planes which have DDS format paints.

Oh, I don't mean to imply that I do that every time I use the image. The original PSD image is the only one that I actually use in Photoshop. To see the repaint in FSX, I just run a batch script that opens imagetool, converts my PSD to BMP (or DDS), and copies it to the appropriate folder in FSX. The whole thing can be done with a double click. I don't test repaints in FSX until they're nearly done, anyway. As I'm painting, I just view the plane in Abacus's FS Repaint, which loads a lot faster than FS.
 
Oh, I don't mean to imply that I do that every time I use the image. The original PSD image is the only one that I actually use in Photoshop. To see the repaint in FSX, I just run a batch script that opens imagetool, converts my PSD to BMP (or DDS), and copies it to the appropriate folder in FSX. The whole thing can be done with a double click. I don't test repaints in FSX until they're nearly done, anyway. As I'm painting, I just view the plane in Abacus's FS Repaint, which loads a lot faster than FS.

So Abacus's FS Repaint supports all formats as a viewer? Then it would be conciderable to purchase the tool. It has been a question of mine a couple of threads ago. Does it give the ability to view the plane "in between" as a whole plane, during painting?
To put it more simple, could you up a few screenshots of the program (first paint program, then result in Abacus's FS Repaint)?

It would give me a better opinion if i should purchase the software and if it is a great aid to me or not.

Edit: i've been looking for a program as such to better enhance and develop camouflage paintings (and it will definately safe a lot of time).

Much appreciated.
 
So Abacus's FS Repaint supports all formats as a viewer? Then it would be conciderable to purchase the tool. It has been a question of mine a couple of threads ago. Does it give the ability to view the plane "in between" as a whole plane, during painting?
To put it more simple, could you up a few screenshots of the program (first paint program, then result in Abacus's FS Repaint)?

It would give me a better opinion if i should purchase the software and if it is a great aid to me or not.

Edit: i've been looking for a program as such to better enhance and develop camouflage paintings (and it will definately safe a lot of time).

Much appreciated.

The function of FSRepaint that I use is its viewer, which is basically like a larger version of the viewer that's built into FSX in the "select aircraft" screen. It shows you the plane/livery in 3D, and you can use the mouse to roll the model around in all directions, zoom in/out, etc. I've attached a screenie.

As I said, FSRepaint loads a whole lot faster than FSX. I just leave it running while I'm working in Photoshop, so when I copy new textures to the FS directory, I can just right-click and select "reload aircraft" from the menu to see the changes.

View attachment 19895

If you don't feel like shelling out the cash for FSRepaint, there's a free tool that will do something similar - see this thread for details.
 
Aren't those BMP files DDS files with a BMP extension? This is common with FSX planes (an option exists in the Gmax exporter for this). Renaming the extension DDS should work if this is so.
 
Aren't those BMP files DDS files with a BMP extension? This is common with FSX planes (an option exists in the Gmax exporter for this). Renaming the extension DDS should work if this is so.

Often! I use ImageTool to view them and it tells you what the actual image format is. FSX/FS9 read the internal image header to display, whereas many bitmap editors are stuck on the file extension.
 
Arno Gerretsens ModelconverterX is also free and does a lot more - it also can convert bmp textures to dds.
It's a nice tool to instantly check for changes in texturing, errors and other parameters of a 3d model.

I think this is one of the most useful tools around regarding 3d modeling in FSX.

Check

http://www.fsdeveloper.com/forum/forumdisplay.php?f=87


Cheers,
Mark

That's a good point, Mark. I use ModelConverter X for a lot of scenery work, but I've never tried it as a repainting aid. Is there a way to show various liveries of an aircraft MDL, though? I just tried in my copy, but couldn't see any option for that.
 
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