sdk:repaints
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sdk:repaints [2017/03/01 03:48] – jf | sdk:repaints [2020/05/10 21:39] (current) – [Aircraft Repaints] jh | ||
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- | ====== Aircraft Repaints | + | ====== Aircraft Repaints ====== |
In this tutorial you will learn how to manually repaint an aircraft and insert your newly painted aircraft into the aircraft' | In this tutorial you will learn how to manually repaint an aircraft and insert your newly painted aircraft into the aircraft' | ||
- | {{: | + | {{: |
===== Prerequisites ===== | ===== Prerequisites ===== | ||
- | * Aerofly FS 2 Flight Simulator - Must be installed | ||
* Photoshop or Gimp- Needed if you want to use the PSD templates | * Photoshop or Gimp- Needed if you want to use the PSD templates | ||
- | * Aerofly FS 2 SDK package. Download it from [[https:// | + | * Aerofly FS 2 SDK package, see [[sdk:intro|SDK introduction]]. |
===== Setup ===== | ===== Setup ===== | ||
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**Note** - This tutorial can change to reflect changes to the SDK. A special thank you to “Karl-Heinz” for the writing of this tutorial. | **Note** - This tutorial can change to reflect changes to the SDK. A special thank you to “Karl-Heinz” for the writing of this tutorial. | ||
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+ | ===== Repainting Your Aircraft | ||
+ | |||
+ | This is a description of the PSD templates. | ||
+ | You have to use **Photoshop** or **Gimp** to take advantage of the predefined layer structure. | ||
+ | This tutorial will not explain how to use Photoshop or Gimp. Please refer to the related manuals. | ||
+ | In this example we will use the files for the **Cessna C172**. | ||
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+ | * **Open the fuselage01_color.psd and fuselage0_color.psd.** | ||
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+ | {{: | ||
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+ | {{: | ||
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+ | This is the structure of the layer groups that you will see in PS or Gimp. | ||
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+ | {{: | ||
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+ | This is a directory listing of the graphics files that you will see in Aerofly FS 2 aircraft folders. | ||
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+ | {{: | ||
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+ | **Note** - As you can see, the PSD layer structure corresponds strongly with the files of the c172. | ||
+ | This means, you can use the layer groups to output your repaint to the required BMP files. | ||
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+ | ==== UV layer group ==== | ||
+ | |||
+ | This group contains the display of the 3D mesh. This will give you orientation while repainting the aircraft. | ||
+ | If left on when saving a BMP, the gridlines will appear on the aircraft. | ||
+ | During repaint process the mesh can help to localize certain positions on the aircraft. | ||
+ | Before we finally save a BMP, this group has to be switched off! | ||
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+ | {{: | ||
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+ | Here the fuselage00_color.psd has been saved with both layer groups on: **Color + UV**. | ||
+ | The 3D mesh on the aircraft facilitates the identification of positions. | ||
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+ | {{: | ||
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+ | ==== Detail of 3D mesh on UV layer ==== | ||
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+ | {{: | ||
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+ | ==== Color layer group ==== | ||
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+ | This is the main layer group for our repainting. | ||
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+ | As you can see below, the Color layer group contains several subgroups like Effects, Liveries, Metal, Blank. | ||
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+ | {{: | ||
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+ | **Next, switch off all layers except the single color layer. Now let’s change the basic color of our aircraft to yellow.** | ||
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+ | {{: | ||
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+ | {{: | ||
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+ | * **Do not place lines, text and other objects onto this layer. ** | ||
+ | * **Use separate layers for other objects. This allows easier adjustment of a line above the color drawing. | ||
+ | You can move it, bend it, cut it without touching the base layer. | ||
+ | Also you can copy and mirror the line layer to cover the other side of the fuselage or wing. | ||
+ | The same is valid for text information. I even have separate text layers, which allows different fonts, positions, text sizes etc.** | ||
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+ | ==== Liveries Group ==== | ||
+ | |||
+ | In the template you can see the design layers in the Liveries group. | ||
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+ | {{: | ||
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+ | **Adding new layers with your designed content makes it easier. ** | ||
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+ | {{: | ||
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+ | **If you finished repainting, switch on all necessary layers of the color layer group, switch off all other layer groups and save your work as _color.bmp, 24 bit. This will be used for conversion to the final _color.ttx file.** | ||
+ | |||
+ | ==== Ambient layer group ==== | ||
+ | |||
+ | In computer graphics, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. In aerofly FS 2 it is a 24 bit grey scale map. | ||
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+ | {{: | ||
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+ | **Note this groove line between the wing and the wing tip. | ||
+ | In the color layer there is just yellow color. | ||
+ | In the reflection layer we see the elevated rivets. | ||
+ | But in the ambient layer the groove line is clearly visible.** | ||
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+ | {{: | ||
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+ | **Note the rivets as small circles in this example | ||
+ | (note: contrast has been modified for the tutorial).** | ||
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+ | {{: | ||
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+ | * If you modified the ambient layer group, switch on all necessary layers, switch off all other layer groups and save your work as _ambient.bmp, | ||
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+ | ==== Specular and Specular_Alpha | ||
+ | |||
+ | 24-bit color map with each color value representing the brightness for the Red, Green and Blue (RGB) | ||
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+ | {{: | ||
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+ | * As you can see, this group contains the signs of the original painting (note: for better demonstration, | ||
+ | * **If we do not modify these layers, the shimmering will be visible on our aircraft.** | ||
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+ | {{: | ||
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+ | **If you modified the specular layer group, switch on all necessary layers, switch off all other layer groups and save your work as _specular.bmp, | ||
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+ | ==== Reflection layer group ==== | ||
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+ | This group controls the reflection strength of a surface. | ||
+ | In aerofly FS 2 it is a grey scale layer group where black means no reflection and white means 100% reflection. | ||
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+ | {{: | ||
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+ | **In this example I copied the aircraft lines onto the reflection layer and selected a bright grey** | ||
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+ | {{: | ||
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+ | If you don't switch on the black layer the reflection layer will show white showing a perfect polished aluminum | ||
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+ | {{: | ||
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+ | **Here is another detail of reflection layer group** | ||
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+ | {{: | ||
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+ | **The yellow is all plain-colored over the whole color layer. | ||
+ | But in the reflection group the surface is not a uniform grey tone, it differs slightly in kind of patches. | ||
+ | This creates a very realistic surface structure | ||
+ | (note: contrast of screenshots has been modified to better display the patches).** | ||
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+ | * If you modified the reflection layer group, switch on all necessary layers, switch off all other layer groups and save your work as _reflection.bmp, | ||
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+ | **As we have seen there exist several layer groups corresponding to different .TTX files of the aircraft. | ||
+ | It is important to check and modify all of the related layer groups for our repaints. | ||
+ | We output several different BMP files with fixed naming conventions. | ||
+ | The structure is given by the templates provided by IPACS, the aerofly FS 2 developers. | ||
+ | The result will be a high quality texture for our aircrafts.** | ||
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sdk/repaints.1488336502.txt.gz · Last modified: 2017/03/01 03:48 by jf