Guide to Painting the SectionF8 Sabre
For FSX and FS2004 models

Tools needed:
SectionF8 F86 Sabre aircraft
See http://www.sectionf8.com for details
of this FREEWARE aircraft
Download from http://www.avsim.com
Martin Wright's DXTBMP.exe program
MW Graphics -
http://www.mnwright.btinternet.co.uk/
Click on the DXTBMP button, read, then download (at bottom of page)
Install - this program will allow you access to read/write in all of the
formats used by FS2004/FSX etc
Paint Kit for the Sabre - available via
http://www.avsim.com
Or you can download and use my "texture.Blank" (all DXT3 formatted images)
at:
http://www.gjsmith.net/Textures/f86-sf8.htm
A Paint Program - minimum MSPAINT - better with Paint Shop Pro or
Photoshop
Texture Directory Details
There are seven Images in a SectionF8 Sabre F86 Texture directory
(all 7 are required in each texture.something directory)
something = meaningful name for the texture set
frames.bmp - this is the image that has seatbelts etc
fuse_1_t.bmp - this is the fuselage/tail image
hsuf2_t.bmp - this is the underside wings and belly
image
hsuf_t.bmp - this is the upper wings and
fuel tank
helm_t.bmp - this is the Helmet image
inner.bmp - this is a collection
of misc internal art
suit1.bmp - this is an image for
the uniform of the pilot
The below four textures are the ones that you will edit most often.

fuse_1_t.bmp
hsuf2_t.bmp
hsuf_t.bmp
helm_t.bmp
(1) Getting Started.
First get some reference material for the Sabre you want to paint.
Good link is: http://wp.scn.ru/en/ww3/f/97/3 (this is the Sabre Page)
The above link is an outstanding resource for sim repainters....
Example:

Next create a new texture directory in the Sabre aircraft directory
EG: create texture.mypaint
mypaint = a meaningful name for your
texture set
Samples: texture.Minute or texture.Spain or texture.RMAF etc
Copy the textures from the paintkit (you will need to ensure that you
have
all of the files listed above in your new texture.mypaint
directory)
(2) Adding Textures to the SectionF8 F86 Sabre
Now - important step - you need to add your texture.mypaint to the
aircraft.cfg file. - quick guide below.
Open aircraft.cfg with notepad
scroll down to the last aircraft entry (just before [GENERAL])
Copy the whole entry for that aircraft.
Paste the entry just before [GENERAL]
edit the following lines:
[fltsim.##] change ## to the next available number
title= edit to a name that reflects the new texture
texture= edit to the name of the new texture - the name is the value after the
EG: texture=mypaint (mypaint= the meaningful name you gave your
repaint)
ui_variation= edit to reflect the name of the new texture
You could also edit "description=" to reflect the new texture content - but not
critical
(3) Repainting the aircraft textures
NOTE: This is not a tutorial on how to do the actual repainting - but
more a guideline on
how to manipulate the SectionF8 Sabre textures to achieve a working Repaint.
Because the SectionF8 repaint kit images are in normal BMP format you will be
able to
edit them using your preferred paint program.
However, if your using my texture.Blank textures then it will be
essential that you use
DXTBMP.exe to access them.
Recommend that you save your edits as independent files (you will see why a
bit later)
For example open up: fuse_1_t.bmp - save as mypaint-fuse_1_t.bmp/PSP/PSD
-
depending on your preferred editor.
EG working on the fuselage image in Photoshop for the Minute Men livery
above
save as minute-fuse_1_t.PSD
Do all of your edits - add layers etc - tinker until you have got what you want.
Save your work still using mypaint-fuse_1_t.bmp or .PSP / .PSD if
you are using Paint Shop Pro
or Photoshop to preserve your layers.
You will now have two fuselage files - the original fuse_1_t.bmp and
mypaint-fuse_1_t.bmp/PSP/PSD (which contains your repaint)
Do the same for the other files you want to edit - wings and helmets etc.
Remember to save each of them as an independent file.
When you have completed all of your edits we then need to update the original
files.
(4) This is where DXTBMP.exe comes into play.
Run DXTBMP - first thing - make sure MipMaps is turned off - see over on
the right side.
Select File - open - navigate to the texture.mypaint directory and
select the fuse_1_t.bmp file
This will open and show you the original texture for the fuselage.
Sample of DXTBMP open with the DXT3 fuse_1_t.bmp loaded

Double click on the image or click on the down arrow on the toolbar at the
bottom
- this will open you preferred paint program
(set in "Prefs - Select
Editor")
and automatically insert a picture called NORM.BMP
Then navigate in your paint program to texture.mypaint and load
your
mypaint-fuse_1_t.bmp/PSP/PSD image
Sample of Paint Shop Pro open with NORM.BMP and the new
mypaint-fuse_1_t.psp image ready to work on copy/paste

If you have used multiple layers for your repaint - merge them all - then copy
this image and paste it over the NORM.BMP image loaded into your paint
program by DXTBMP.
Close your mypaint-fuse_1_t.bmp/PSP/PSD -
NO to SAVE - you want to keep this one exactly as it was so that
you can do further edits if required.
Close the NORM.BMP image for the DXTBMP program YES to save
Exit your paint program
Now back to DXTBMP - down at the bottom is some "tools" - click on the up arrow
image and the new NORM.BMP will be loaded to replace the old original
image.
Sample of DXTBMP with the new image loaded ready to save

(5) Decision time - Save Format
DXTBMP.exe allows many different types of formats to save your files - I will
concentrate on the format I use which is DXT3 format (NO MIPMAPS) - why do I use
this format - (1) it is a compressed format that allows good resolution in
a much smaller K size - (2) the smaller size loads faster in FS and is
more frame rate friendly.
There are strong advocates for each of the formats offered within DXTBMP and
each will work - but over the years I have found DXT3 (no mips) the most
accommodating for resolution, speed and the ability to work with least impact on
the system performance of individual machines.
Click on File - Save As (Extended Bitmap) - select DXT3 - and save the
image (yes to replace).
This will replace the fuse_1_t.bmp with the new image (your work) with a format
of DXT3 within the BMP file.
Now do this cycle again with any of the other images you have edited.
When you have finished updating and saving your images you can then jump into
your simulator and fly your new creation.
That's all folks - like anything else - repainting
is a matter of cycles - and sequential steps - often repetitive and frequent
edits to line things up. However, once you get into the rhythm of the
cycle and the steps required then it all becomes fairly straight forward and
with practice it becomes very easy to apply your creations to aircraft of all
varieties in many of the Microsoft Flight Simulation programs.
Reason for using an Alternative image for each process.
The good part about using this process and having an independent image for each
of the originals is that you can edit, tweak, alter the independent image as you
see fit - then when you think you have got it all right then you can use DXTBMP
to apply the new artwork over the top of the original image.
The way I work is mostly within Paint Shop Pro - I use multiple layers to apply
my artwork over the basic image - that way I can alter various layers without
impacting on other work.
For example my tinkers have many layers, camo, decals, enhanced detail, etc
I often have 5 or more layers
Then I use DXTBMP to load the image - double click on the
image in DXTBMP to open it
for edit in my paint program - browse for the independent image - open it -
merge all of the layers - copy it - paste it to the NORM.bmp image - save the
NORM.BMP image.
DO NOT SAVE the newly merged
layers for the independent image - you will loose all of your
layers if you do !!
Exit PSP (or your preferred paint program) - update the DXTBMP image
and save it as DXT3.
Additional bonus is that I can use some of these layers for other repaints -
such as a Decal layer - just open up one of my other repaints copy that layer
and then paste that layer to a new livery that I might be painting - do some
quick edits, if necessary, and then that layer is finished for the new livery.
Hope all of the above helps.
NOTE: The above process can be applied to
repainting just about all of the aircraft available in FSX or FS2004.
Number of textures involved for each aircraft can range from one to many,
totally dependant on how the developer decides to map textures to their aircraft
model. The concepts and procedures mentioned above have served me well
since FS2000 onwards.
Regards
Garry J. Smith
garry@gjsmith.net
Texture Tinkerer
http://www.gjsmith.net