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DXTbmp Problem!
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KPWM



Joined: 09 Oct 2004
Posts: 12
Location: Maine, USA

Posted: Sat Mar 12, 2005 12:42 am    Post subject: DXTbmp Problem!  

Well, I am really *beep* at DXTbmp right now.
I have been working on a Repaint of a DHC-6 in A.Net Airlines colors, but I am having alot of trouble with the textures everytime I save/edit them.
Every time they are saved, the borders between similar colors become very pixelated, and many areas become shaded to half way between the colors that border them...

No matter how great the texture looks in the GIMP when I save it, next time I open it it is very badly pixelated.
Does anyone know the solution to this?

[edit] wait...theese forums edit out pis*ed?
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groundsquirrel



Joined: 10 Mar 2004
Posts: 3685
Location: Navarre,Florida-USA (KVPS,KHRT,KPNS)

Posted: Sat Mar 12, 2005 1:01 am    Post subject: What...  

What settings are you using when saving from DXTbmp to your aircraft? Before reloading your image from Gimp to DXT, did you merge layers?

I havent had any of these problems, however, I use PhotoShopPro and FSRepaint. I have Gimp installed but havent played with it yet.
I did the Bluestream repaint of the Globetwotter DHC-6. Which 6 are you doing?
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KPWM



Joined: 09 Oct 2004
Posts: 12
Location: Maine, USA

Posted: Sat Mar 12, 2005 1:07 am    Post subject:  

Ok, I have merged the layers (GIMP won't save if you haven't)
As for DXTbmp settings, I do not know. What is there that I can change for settings, because all I am seeing under preferences is the editor that I use.

And, yes, I am using the Project Globe Twotter DHC-6, in the colors of Airliners.net Virtual Airlines ( http://www.anetairlines.co.uk )
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ricktobin



Joined: 21 Feb 2004
Posts: 1646
Location: Virginia Beach, Virgina USA (KNTU, KORF)

Posted: Sat Mar 12, 2005 1:12 am    Post subject:  

It's not unusual for DXTBMP and PSP (maybe any paint program) to degrade the paint job between saving and converting back to editable material. I had a tutorial that explained how to avoid this using IMAGE TOOL, when I find it, I'll post it here.
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Exxman



Joined: 25 Mar 2004
Posts: 2894
Location: Right here...see me?

Posted: Sat Mar 12, 2005 1:47 am    Post subject:  

For quality save as 32bit Ext 8888 in DXT. For lower quality/faster loading of textures...save as DXT3 format.

You do this when you use 'save as' to save the textures in the folder where your a/c 's texture folder is.

Chuck up a couple of screenies if ya can...the TAT Team is online!

(Texture Artist Troubleshooting Team)

Exx
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KPWM



Joined: 09 Oct 2004
Posts: 12
Location: Maine, USA

Posted: Sat Mar 12, 2005 2:09 am    Post subject:  

Ok, here is a shot of on of the areas that was worse off.
As I was saving and opening this file to work on the Fuselage, I didn't notice this tail texture getting worse every time i opened it, and it ended up like this: (the lines used to be solid colors, and the whole background was the same coloe. Note the blocks of off-color around the borders.)
http://img.photobucket.com/albums/v506/Tupolev-TU144/Tail.jpg
Most of my other textures have had similar problems with colors, but not this badly, it just get worse the more I save/load.


Are the 32 Bit textures still FS2004 compatiable, or do I have to convert back to DXT3 to run them in FS?

[edit] This is what my final livery will end up looking like (mostly) this is a screenshot I took last night after my first round of painting. All that I have done today has been fixing them...)
http://img.photobucket.com/albums/v506/Tupolev-TU144/FS%20Screenshots/DHC-6Back.jpg
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groundsquirrel



Joined: 10 Mar 2004
Posts: 3685
Location: Navarre,Florida-USA (KVPS,KHRT,KPNS)

Posted: Sat Mar 12, 2005 2:39 am    Post subject: Yes..  

Yes, you can use 32bit in Fs9. DXT3 is a lighter compression that still uses alpha channels and allows for faster loading and improved frame rates. If you want sharper detail and less "fuzz" to the texture, uncheck the "include when saving" box in the Mip Map control window at the right side of the DXT control center. You might also experiment with some of the processing control options in the drop down menus of the Mip Map control window, but do this with a copy of your aircraft or a test aircraft. I have found it to produce some dramatic results and am working on how to use them in a future repaint.
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KPWM



Joined: 09 Oct 2004
Posts: 12
Location: Maine, USA

Posted: Sun Mar 13, 2005 5:22 pm    Post subject:  

Well, I got my textures working!
I was able to keep it from changing my textures by saving it as a 32bit ext 8888.
My aircraft is now done, and can be downloaded from http://www.anetairlines.co.uk/
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groundsquirrel



Joined: 10 Mar 2004
Posts: 3685
Location: Navarre,Florida-USA (KVPS,KHRT,KPNS)

Posted: Sun Mar 13, 2005 9:04 pm    Post subject: Congrats...  

Congratulations.....have you submitted here to Surclaro as well :) ?
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KPWM



Joined: 09 Oct 2004
Posts: 12
Location: Maine, USA

Posted: Tue Mar 15, 2005 1:34 am    Post subject:  

No, not yet, but I guess I will!
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