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AN-2 for CFS2?

Here is the work completed so far on the Ukranian An-2 Colt

I am really building up steam and should be finished pretty soon... this is
the main texture... need to ultimate scoop details, red wingtips, weathering, etc. but I more
than regained the lost work...

13895406758_603915b2c9_o.jpg


Got to run some errands and will get back to it this afternoon...

Ciao for now Nick
G.
 
Got the An-2 flying...

I must say... I am not too happy with it yet... I got a couple of questions... why doesn't FS9 show
the textures unless they are reduced to 256 colors???? Planes originally done in 32 bit color show...
but if you change the texture and leave it at high color... it shows a blank plane... Is there any trick
to keep the repaint in high color? Also, why this polygonal propeller arc? is there any cure for it?
I have the same problem with a P-38 I did (the CFS2 standard one).... any advise welcome...
Cheers,
G.

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Have you tried to save it as a dxt1 or 3? Your using MW's DXTBmp correct?

I don't have FS9 so I can't test it.

Are your trying to save it as a 32 bit 888-8?

Typically for CFS2 the 16 bit 565 gives a better image. The DXT1 and 3 can have a transparent look with some colors. So if you don't need Alphas the 565 is a better choice. For CFS2 mind you. I'm not sure on the other FS sims.

Kelti would be the one to answer about the prop texture issue. You may have a pixel out of place in the Alpha channel. It could be cutting it off. Thats just a guess. Then again it could be the way the the prop was modeled or the viewing distance. Again thats just a guess.

Not to Pick but the left wing tip is not aligned. Hopefully thats not an issue with the Mapping of the texture to the model. If it is you'll have a hard time correcting it. The right side looks perfect.
 
No... just save it as a bmp....

The original model by Piglet... has regular bmp textures... if I work on them and then save them... (they are 8 bit)...
then the textures don't show at all... just a blank aircraft... are you saying to save it as a extended bmp?
If I cut down to bmp 256 colors... then it shows...
When textures are extended bmp ... the stay at high def.. only you have to keep a pristine back up... because when
you open it in PSP or Photoshop... it deteriorates with moiree' patterns... but if you work on the back up in layers...and
then save a new extended bmp... it is always good...
I forgot... I think I will open the original textures with Wright's program... and then save them as extended bmp files...
I'll give it a try... because.. as you can see on the textures I worked there is a wealth good definition, detail, etc... but
at 256... it s mostly lost in the suffle...
Will give it a try in the morning.... Piglets original files are high color bmp... regular.. and it shows nicely...
Do you know why once you open them and work on them... the sim won't show them?
Cheers...
G


PS... the misalignment of the upper and lower surfaces on the port wing.. can be fixed easily... didn't notice it... Ah, there is
another glitch.... the aileron on the upper surface on the starboard lower wing... does not show blue but the lower surface color...
another puzzle
 
so the originals are 8bit textures. Hummm. you might be stuck with 256. unless we can convert them.

I use Paint Shop Pro X3 and after I save it there I have to resave with MW's DXTBmp. Otherwise they won't show.

I'll take alook and see what i find.
 
Problem solved... but

I use PSP X3 myself too... I improved the quality 100%... Opened the file with Wright's DXT bmp, replaced it
with a copy of the original I posted... in 32 bit 800 dpi... and saved it as an extended bmp... and you can tell how
much better it looks now than in 256... (I can even mess a little with the gamma later on)...
Aligned the red wing tip now... but look at the yellow arrow... That aileron!!! it's a lower surface one... THERE
MUST BE SOME GLITCH.... I think Piglet issued a corrective file... maybe that is the bug.. in the other
skins (all one color) it does not show... but with upper and lower surfaced different..
I am going to keep perfecting this skin if it kills me...lol

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I would add the fix if you haven't already. Hopefully that will fix it.

Yes I can see the detail much better now. Its coming along nicely.
 
Gaucho.

Add the fix-- for the aileron problem. Piglet says it is needed for the repaints of the aileron.

Nick
 
I did...

I added that new mdl and it fixed the glitch...
Now... how big a texture can the sim handle?... I am doing some work worth
having it show in the sim....

To wit:

btw... the exhaust fairing shows and so the cowl gills... portholes need to be made slightly larger
to show the rims... but all that can be done if I can use larger textures... in the smaller ones it pretty
much gets lost in the shuffle... (i.e. it does not show nitid enough)
I noticed the DDS textures are pretty big... do you need to do anything technical with the mdl or something
to take DDS... or can one just replaced the bmp and it all shows OK?
Let me know if you have any adivse...

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If its for CFS2 the largest I know of is 1024 x 1024. I don't think CFS2 reconizes DDS. And yes the MDL would have to be changes to use them.

Again as far as the FS sims I'm not sure. but still the DDS texture would have to be mapped to the model.

you can make the textures 2048 x 2048 or 4096 x 4096 then resize them after. That will allow you to do the detail then just let the program render it down. But that might be to much work.
 
I'd like to know....

the largest size FS9 will support ... so I can work on that size.... and within those constraints
do the best detailing and shading possible... working on a WYSIWYG basis...
It's sort of a bummer to work on something for a long time and then see that in the sim it is
almost imperceptible....
In the example above... I need to redo the prop cone... because I thought it was a frontal view...
and it is a side view... for example...
but that can be remedied in just a couple of minutes...
the hard part is going back and forth... to correct everything ...
At any rate... as you can see, I am not to savvy on the technical side of things...
I just like to paint... one thing I must say... Pigley labels everything... which makes things
easier... some folks do great models... and then it takes Sherlock Holmes to figure out what is what...in the textures..
and sometimes, things are mapped so adversely... like circular items that need to be paintd oval.. because of the curvature of
the sking on the model... what a challenge...
 
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