There are probably many other things I have not thought of, but in general, AF99 does a pretty good job of laying out textures on the various parts of a project.
(...)
I found that to accurately lay out a texture on a piece of an airplane, I needed to write a utility to calculate the range of numbers to use with a given scale and pixel or half pixel location in 3D space. The program itself wasn't all that complicated, but saved a lot of calculator use. AF5Paint also is very useful.
(...)
What specifically are you trying to accomplish that can't be done via AF99? It sounds like the first part is just to get some familiarity with the tools such as MdlDisAs, SCASM, etc.
(...)
I was never able to figure out a good way to work with AF5Paint and ended up doing all my texturing with my own "pencil N' paper" calculations. It is tedious and very limited.
Within AF99, painting is done with commands that dated back to FS95 and FS5!!! CFS1 is almost on equal footing with FS2000 when it comes to coloring and texturing.
SCASM goes well beyond texturing and coloring, but this will be for another thread. Let's just say that, if all goes well, Johnny's cube will teach him all the basics to go beyond AF99 lame texturing functions. To name a few advantages;
1- AF99 components are colored all the same. SCASM let you use
one color per polygons on the same component.
2- In fact, you could use different textures on that same component. Try that with AF99 sets of instructions!
3- You can use shaded textures for part of a component and "hard" textures for another portion of the same component.
4- It is not only very flexible; it saves in terms of byte-size. To make a cube with all six faces showing different colors-textures in AF99, you will need six calls to a label, six vertices arrays of four points, two polygons per call. With SCASM, only one call with eight vertices array is necessary.
5- You can paint only the inside, only the outside, or both. No more bleeds from "manual" AF99 texturing method, which always paint a polygon
twice.
6- You can do transparent-translucent textures-colors without that "mauvish" effect my Taifun is showing.
7- You can adjust brightness as well. Very useful to create "dim" lights.
8- You are no longer limited to only half of the surface of a texture, you can use the whole 256x256 pixels to create very crisp details.
My experience in scenery design gave me an insight of the limitations imposed by AF99. They're is no reason to stop you from making concave components, or from making as much components as needed for that matter! In fact, as shown above on point #4, it saves on code lines.
As for other matters not related to coloring and texturing, I will gladly share my findings with all... as soon as the jeep is rolled-off the production line.