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II - Understanding FS2004
Aircraft
How does it work?
Before
we actually start painting, let's understand how the aircraft folders
are organized in FS2004 with a focus on the textures and models.
The Folders
We assume you know that FS2004 has a folder named Aircraft
where all planes are located and that every aircraft is a separate folder
inside this one. You also know that every aircraft has basically four
different folders. Let's take a look at the default 737-400:
-
Flight Simulator 9
-
Aircraft
-
b737_400
-
model
-
panel
-
sound
-
texture
What interests us the more here is the textures folder,
where the bmp files are. Those are the ones we will modify. You may
have more than each one of those four different folders. Let's say we
would like to creat a new livery for an Altair B737-400 repaint. We
would create a new texture folder with a suffix like this (at the end):
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Flight Simulator 9
-
Aircraft
-
b737_400
-
model
-
panel
-
sound
-
texture
-
texture.alt
We could have called it texture.altair, texture.mine,
texture.whatever. The same is true about the other folders. If
you have another panel, you may create a new folder named, say panel.vintage
and then put all the files in this new panel folder. The file named
aircraft.cfg that is in the plane's root directory (b737_400
in our example) contains the instructions to which folder referrs to
wich aircraft. At the top of the aircraft.cfg file (that you
can open with any text editor like Notepad) you will find a section
like the one below that contain the instructions for every plane. In
the case of our ficticious Altair 737-400 with a vintage panel we would
have something like this for that section:
[fltsim.0]
title=Boeing 737-400 Altair
sim=Boeing737-400
model=
panel=vintage
sound=
texture=alt
...
If you are not very familiar with all this it would be
a good idea for you to download and read the Microsoft Aircraft Container
SDK. Microsoft names this folder structure for every plane as "Aircraft
Container". Here is the link:
- Microsoft
Aircraft Container SDK
Now let's see a some more details about the texture and
model folders.
The Model and Textures
The model folder has two files: one named model.cfg
and the other named something.mdl. Of course the "something"
from this last one is an arbitrary name chosen by the developer of the
particular aircraft model. This mdl file is like a wireframe. It is
the 3D "skeleton" of the plane and it is this file that 'tells'
FS2004 where all textures have to go to cover the aircaft. In other
words, it will take the different bmp texture files that are inside
the texture folder and will put all those bmps together like
a big puzzle. That is why you cannot mix different texture and model
files from different planes. The mdl file will look inside the texture
folder for specific file names to form the puzzle. If you put one mdl
into another aircraft model folder it will try to look for file names
that are not there and the plane will not load in FS. The model.cfg
is a simple text file that you can open with Notepad and only contains
the name of the mdl file.
Looking into the textures folder we will now see a lot
of files here. Simpler planes have only a few, detailed planes can have
a whole bunch of different files in there. There are a few conventions
here.
Every aircraft modeler chooses how many and how big those
files are. They can be 512 x 512 pixels wide or 1024 x 1024 pixels wide
and range from only 256 kB to quite a few megabytes. You cannot open
those files with your image editor yet as they are in an EXTENDED
FORMAT. We have to first convert those to a format our softwares
can open (24 kB format). When you open one of those files they look
like a puzzle. There are aircraft parts displayed all over. Some are
parts of the tail, some are parts of the fuselage, it is up to the modeler
to see what goes where. In general they try to maximize space and put
everything possible in a file to reduce the number of bmp files in the
texture folder. The MSFS default planes are good examples. The less
bmp files, the smaller the aircraft's total size in bytes it will be.
You will notice that there are the something_L.bmp
files and the something_T.bmp files. The only difference between
those is the letter _L and _T. The ones we are more interested
are the ones ending with the _T. We will use both but the more
important ones are those as they are the DAYLIGHT textures. That
means, those are the surfaces of the aircraft you see during the day,
and therefore the ones that actually have the livery of the airline
painted on them. The other _L files are the NIGHT textures. Those
are basically black textures with some white areas simulating what areas
of the aircraft are visible at night. They are 'see-through' like images
that tell FS2004 what to show from the _T textures at night.
The other two letters you may find are: _C for
cockpit or inside textures and _D for damage or crash textures
(thanks to our friend ALT393 Zafar for that).
When painting an aircraft we never have to edit all of
the files that are in the texture folder. In fact many files
contain the textures for the landing gears and structural parts that
remain the same in all liveries. The most important parts we have to
locate and paint are the textures containing the fuselage and the tail.
The Paint Kits
You must have heard about paint kits if you have ever
been interested in painting a plane. Paint kits vary greatly. You have
some very, very good paint kits that have all parts of a texture file
separated for you in different layers, ready to be used with most popular
image editors. Some even have shades, dust and dirt layers ready. The
most popular format is .psd for Adobe Photoshop. But even if you do
not have Photoshop you may import and convert those files to the format
of the editor you use. Some other paint kits are just plain blank (white)
textures. You still have to separate all the elements like windows,
seams, etc (do not worry about that now, we will get there) to form
the different layers but at least you do not have to remove the paint
from another livery before painting the one you want to. Those are time
savers as well even when they do not have all the work done for you.
Alpha Channels
Simply put those are the reflections introduced with later
versions of FS, typically those from metallic surfaces. In practice,
Alpha Channels are separate bitmaps that are later combined to a fuselage
image for example to form a single texture bitmap. You have two kinds
of bmp files. You may have 24 kB files and 32 kB files. The 24kB files
are those bmps you normally open in your image editor. When they combine
this other alpha channel (the alpha channels are 8 kB files) they form
the 32 kB bmps. When you later convert those bmps to use with Flight
Simulator you then have the EXTENDED bmp format that contains
all the information for FS2004 to create the reflections. Of course
we will detail this a lot when we get there later. This is just for
you to know what they are. For now it is enough for you to know that
alpha channels are greyscale images, that is, only black, white and
grey. If you want a texture to have a lot of reflection, you paint the
area darker, if you want it to have no reflection at all, you paint
it white. When you superimpose those two images FS2004 will know wich
parts of the EXTENDED bmp will not have reflections, wich ones
do and how much they will have. But as I said, do not worry about it
now.
Now you know how it works and what do we have to paint.
Let's start our first work now, shall we?
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