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Quick Guide on
VERY IMPORTANT (1) WORKS ONLY WITH GMAX CREATED AIRCRAFT WHEN COMPILED TO USE REFLECTIVE EFFECTS. (2) DO NOT FORGET TO TURN ON REFLECTIONS OPTION FOR AIRCRAFT IN THE DISPLAY OPTIONS (AIRCRAFT TAB) There are a few complex steps but very simple to remember after the first run. IMPORTANT (1) You need the Microsoft imagetool.exe file which can be found in the gmax\Flightsim\gamepacks\FlightSim\ directory (available with Microsoft Flight Sim 2002 Professional only) (2) You DEFINITELY need Martin Wright's magic DXTBMP.exe program from http://fly.to/mwgfx/ You need Paint Shop Pro or any other Graphics
editor (not sure about others as I almost exclusively use PSP) Important to NOTE: Texture work for FS2002 and FS2004 use the same graphics formats therefore this tutorial can be applied to either. Though PSP5 is the guiding product
(chosen as it is often available for free) these steps and processes are easily
converted to equivalent functions in more current version of PSP.
(NOTE: DXTBMP can now do this function if you so desire) OPEN
IMAGETOOL FORMAT (menu option) to 32 bit SAVE the image as "tinker.bmp" or any other meaningful name! into the same texture directory. EXIT IMAGETOOL OPEN DXTBMP SELECT FILE-LOAD EXTENDED IMAGE - select the "tinker.bmp" file you just saved You will see both the normal image and the "ALPHA" image. The ALPHA image is the one you want to play with for the metal reflective effect. Select ALPHA - Send Alpha to Editor This will load up you preferred paint program and allow you to edit the texture. NOTE: ALPHA is 256 shades of GREY and creates various shaded of reflective intensity - from maximum reflect at full black to no reflect at full white. - experiment and tinker here to your hearts content. When complete exit your paint program and the TRANS file will request to be saved SELECT ALPHA - REFRESH ALPHA (VERY IMPORTANT TO DO THIS!!!!) SELECT FILE-SAVE EXTENDED IMAGE SELECT DXT3 with Alpha as the format Name the file "tinkerDXT.bmp" or any other meaningful name! in the same directory as tinker Click on SAVE EXIT DXTBMP (NOTE: DXTBMP can now do the below function if you so desire) OPEN IMAGETOOL FILE - LOAD "tinkerDXT.bmp" - check image and Alpha. FILE - SAVE AS (select the original _T.bmp file that you started with) - accept overwrite (of course you have backed up the original) Now go flying!!!!!!!!! with you new texture. NOTE: The reason that I use tinker.bmp and tinkerDXT.bmp is to provide myself a little safety and consistency in the formats that I am dealing with - there are of course several other way you could do this but this way works best for me. Regards Garry J. Smith - happy simming. Please do not repeat or duplicate this
guideline on any other sites or Forums - I believe that I should be afforded the
curtesy of a link to this page if anyone wants to provide this information to
others.
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