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The Staff of SOH
Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.
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.
No easier method (as far as I know). That's how I've been doing it for ages nowThanks mate, that was what i was looking for (unless there are easier tools/methods).
Nvidia provides a plugin and a tool for viewing and editing DDS files. I have used it. http://developer.nvidia.com/object/nv_texture_tools.html
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 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.
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.
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.
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