Thanks
Forums
Reflective Aluminum Textures
-
aerogator
Reflective Aluminum Textures
Hey guys, I was hoping someone would tell me how to get reflective textures for natural aluminum skins using PSP. I know theres some alpha channel witchcraft involved and I haven't been able to get my head around it
Thanks
Thanks
- RipPipPip
- Lieutenant Colonel

- Posts: 871
- Joined: 11 Aug 2006, 20:57
- Version: FS9
- Location: Between EPWA & EPBC, that's north of Krakozhia (?)
You have to:
1. TEXTURE
You should have nice multi-gray aluminium area (you can find this somewhere).
Somewhere is here: http://www.simviation.com/cgi-bin/syb2. ... uminum.zip
2. ALPHA
Your texture should have ALPHA channel, it should be darker "underneath" the above area than the rest of BMP.
You may use this for an answer for "how"?:
http://members.chello.pl/r.winawer/Tuto ... ummies.pdf
3. COMPILING
==================================================
MakeMdl.cfg (just where makemdl.exe is ...):
[Settings]
LastDir=....FSDS_V3.5.1
[Options]
HasReflectMap=1
HasLightMap=1
1. TEXTURE
You should have nice multi-gray aluminium area (you can find this somewhere).
Somewhere is here: http://www.simviation.com/cgi-bin/syb2. ... uminum.zip
2. ALPHA
Your texture should have ALPHA channel, it should be darker "underneath" the above area than the rest of BMP.
You may use this for an answer for "how"?:
http://members.chello.pl/r.winawer/Tuto ... ummies.pdf
3. COMPILING
==================================================
MakeMdl.cfg (just where makemdl.exe is ...):
[Settings]
LastDir=....FSDS_V3.5.1
[Options]
HasReflectMap=1
HasLightMap=1
"For a few FPS more"

Rysiek Winawer

Rysiek Winawer
-
aerogator
Hey Rip, Thanks for the help.
However, I ran into a snag right off the bat. When I open the texture in DXTBMP, it does not show an alpha channel ( the box is blank), and when I double click and open this in PSP, I get a blank image also. Was I supposed to have created an alpha channel before I started and if so, how do I do it?

Maybe you need to write another tutorial entitled: Alpha for extreme dummies.
However, I ran into a snag right off the bat. When I open the texture in DXTBMP, it does not show an alpha channel ( the box is blank), and when I double click and open this in PSP, I get a blank image also. Was I supposed to have created an alpha channel before I started and if so, how do I do it?
Maybe you need to write another tutorial entitled: Alpha for extreme dummies.
- nickblack423
- MAIW Veteran

- Posts: 2155
- Joined: 11 Aug 2006, 21:43
- Version: FS9
- Location: Ipswich, UK
- Contact:
- RipPipPip
- Lieutenant Colonel

- Posts: 871
- Joined: 11 Aug 2006, 20:57
- Version: FS9
- Location: Between EPWA & EPBC, that's north of Krakozhia (?)
Jake, alpha should be created (saved from the mask) before you can see it (in DXTBmp, which I never use, or in Imagetool, which I use always).aerogator wrote:...When I open the texture in DXTBMP, it does not show an alpha channel ( the box is blank), and when I double click and open this in PSP, I get a blank image also. Was I supposed to have created an alpha channel before I started and if so, how do I do it?![]()
...
The tutorial above says how, if you use PSP.
PS. Our repainters should describe it even more clear.
"For a few FPS more"

Rysiek Winawer

Rysiek Winawer
-
Graham King
- MAIW Veteran

- Posts: 884
- Joined: 12 Aug 2006, 06:49
- Version: FS9
- Location: EGLL
- Contact:
From PSP save the alpha channel as a bmp. In DXTBmp after you have opened the main texture use menu Alpha|Import Alpha Channel and find the alpha bmp you have just saved from PSP. It should now show in the Alpha pane.
In DXTBmp save the texture as DXT3 and you should now have reflective metal on your aircraft. If it is too shiny lighten the colour in the alpha channel and if it is not shiny enough darken the colour.
You only need grey/black in the alpha channel on the aluminium, leave the rest of the alpha channel white otherwise everything goes shiny, unless you regularily paint your wheel sidewall
If you want to see what I mean open one of my F-16 repaints in DXTBmp. If you look at the Alpha Channel there are a couple of dark patches that coinicide with the chrome on the undercarriage legs and the outlet to the APU on the aft lower left fuselage.
In DXTBmp save the texture as DXT3 and you should now have reflective metal on your aircraft. If it is too shiny lighten the colour in the alpha channel and if it is not shiny enough darken the colour.
You only need grey/black in the alpha channel on the aluminium, leave the rest of the alpha channel white otherwise everything goes shiny, unless you regularily paint your wheel sidewall
If you want to see what I mean open one of my F-16 repaints in DXTBmp. If you look at the Alpha Channel there are a couple of dark patches that coinicide with the chrome on the undercarriage legs and the outlet to the APU on the aft lower left fuselage.
Graham King
Why can’t they keep the colours in the bloody paint pots and just leave them grey
www.graham-king.me.uk

Why can’t they keep the colours in the bloody paint pots and just leave them grey
www.graham-king.me.uk

- Victory103
- Colonel

- Posts: 4100
- Joined: 13 Aug 2007, 03:35
- Version: P3D
- Location: KPHX
-
aerogator
-
Mirage4FS
- First Lieutenant

- Posts: 136
- Joined: 14 Jul 2008, 22:18
- Version: P3D
- Location: San Diego, USA
- Contact:
One potential snag you may run into is that the underlying part of the particular aircraft you are working with may not have been tagged to handle Alpha channels in a reflective way. Alpha channels in textures can do one of two things. They can affect the reflectivity of the object or they can affect the transparency.
For example if you used a pure black Alpha channel (RGB:0,0,0) it will either make chrome or it will make the part covered by the texture completely disappear.
Always fun to find out which.
For example if you used a pure black Alpha channel (RGB:0,0,0) it will either make chrome or it will make the part covered by the texture completely disappear.
Always fun to find out which.
Frank Safranek
Mirage Aircraft for Flight Simulator
Mirage Aircraft for Flight Simulator
- nickblack423
- MAIW Veteran

- Posts: 2155
- Joined: 11 Aug 2006, 21:43
- Version: FS9
- Location: Ipswich, UK
- Contact:
- Superbuggz
- Second Lieutenant

- Posts: 97
- Joined: 02 Apr 2008, 10:27
- Version: FS9
- Location: EHAM
- nickblack423
- MAIW Veteran

- Posts: 2155
- Joined: 11 Aug 2006, 21:43
- Version: FS9
- Location: Ipswich, UK
- Contact:
Reflective textures can be produced from Photoshop easily, but the model has to be setup to be able to have Reflective textures otherwise like Frank said, when you add an alpha channel in your model will disappear. If you want an example on how this works download my F-14 Tomcat model and paintkit from flightsim.com and have a look at the differences between the 2 paintkit templates..One is setup for reflective surfaces the other isnt.
Nick
Nick
- Superbuggz
- Second Lieutenant

- Posts: 97
- Joined: 02 Apr 2008, 10:27
- Version: FS9
- Location: EHAM
Ah, so basically you make them invisible...., nice trick, but how can you tell whether or not a model is setup for reflective textures?MACC wrote:It can also be useful for removing tanks from Aircraft that only has one loadout...like the FMAI Tornado F3 or F4
Does that show in any cfg file or is that just a trial and error thing?
Ruud
--
--
- nickblack423
- MAIW Veteran

- Posts: 2155
- Joined: 11 Aug 2006, 21:43
- Version: FS9
- Location: Ipswich, UK
- Contact:
- Superbuggz
- Second Lieutenant

- Posts: 97
- Joined: 02 Apr 2008, 10:27
- Version: FS9
- Location: EHAM
Latest Posts
JTAI SF-260 not on avsim.com, where to find it now?
17 minutes ago by gsnde
MGAI Super Tucano
18 minutes ago by gsnde
JYAI F-35A
59 minutes ago by MSoden1991
Help MAIW with your donation
Today, 12:17 by Greg
IP Blocked Due To Suspicious Activity?
Today, 08:51 by John Young
Latest Files
Repaint Lockheed Martin F-35A Lightning II - Belgium AF-(JYAI) V.1.0
2026-07-07
Repaint AgustaWestland AW139 - Australian Army & Various (JYAI) V.1.0
2026-07-06
Repaint Eurofighter Typhoon - German AF 2026 Update (JYAI) V.1.0
2026-07-02
AI SIAI-Marchetti SF.260 EA/M (JTAI) V.1.0
2026-06-28





