B-29 Superfortress
Re: B-29 Superfortress
Finally Giorgio, i have uploaded these paints thanks for the reminder Martin.
- gsnde
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Re: B-29 Superfortress
Very much welcome, Ray. Remember the Excel sheet I sent you some time ago, will you?
Cheers,
Martin
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Martin
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Re: B-29 Superfortress
Thanks Ray.
Giorgio
Giorgio
Re: B-29 Superfortress
Hi Ray, has someone noticed this?
I'm on FS9
I'm on FS9
Re: B-29 Superfortress
That's probably the culprit, as there are none in the supplied aircraft.cfg.
Re: B-29 Superfortress
Looking at the texture in DXTbmp I think it is related to the alpha channel, but I don't know how to fix it. The prop animation is absent also in the original John's cfg.campbeme wrote:Does it have a prop animation value in the cfg.
Giorgio
Re: B-29 Superfortress
Large Prop textures are better displayed in 32 bit colour, but it does look like an alpha channel issue.
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Re: B-29 Superfortress
The alpha channel works fine on my PC. Texture is saved as Dxt3 in FS9. Testers had no problem either.
John
John
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Re: B-29 Superfortress
Ray,
i think your paints are missing the alpha channel. By the way, I have converted them to FSX format. Is that okay for you if I make them available?
i think your paints are missing the alpha channel. By the way, I have converted them to FSX format. Is that okay for you if I make them available?
Cheers,
Martin
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The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
Martin
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Re: B-29 Superfortress
yes you can share them martin, i never included the alpha channel with the paints, as i don't use any in my sim, not a great fan of the shiny
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Re: B-29 Superfortress
In this case this has killed the prop, Ray. At least this part should go back in to restore Johns very nice propeller
Cheers,
Martin
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Martin
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Re: B-29 Superfortress
Sorted out with DXTbmp.
Ray, do you want I send you the new textures?
Giorgio
Ray, do you want I send you the new textures?
Giorgio
Re: B-29 Superfortress
yes please Giorgio, then i will update my site
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Re: B-29 Superfortress
The alpha channel serves 3 purposes: the natural metal reflections, the props and the glass.
Also, if FSX .dds conversions are being made from Ray's Dxt3 published repaints or if alpha channels are being added to the same, then does that not degrade the image which is then compressed twice? To keep the original quality, the conversions need to be made from 24 bit masters I would have thought.
John
Also, if FSX .dds conversions are being made from Ray's Dxt3 published repaints or if alpha channels are being added to the same, then does that not degrade the image which is then compressed twice? To keep the original quality, the conversions need to be made from 24 bit masters I would have thought.
John
Re: B-29 Superfortress
Normally, yes on the 32 bit!
The only other thing that came to mind was that two prop disk parts may had been named the same such as Prop_blur and Prop_blur.1, "being for one of the engines" for example. As a duplicate layered over the other one, it could have made a similar darkening effect of the transparency.
That is an error that could easily have occured without much notice when changing between FS9 and FSX.
But good to see the issue was a simple one!
The only other thing that came to mind was that two prop disk parts may had been named the same such as Prop_blur and Prop_blur.1, "being for one of the engines" for example. As a duplicate layered over the other one, it could have made a similar darkening effect of the transparency.
That is an error that could easily have occured without much notice when changing between FS9 and FSX.
But good to see the issue was a simple one!
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Re: B-29 Superfortress
It's not an issue. Gmax flags up duplicate part names before exporting. It's not the name that's important in FSX in any case, it's the animation and visibility tags applied to animated parts. They are absolutely fine in the model or my props would be dark too. What would make the FSX props dark is a change to the base colour of the texture and/or a change in the grey value in the area of the alpha channel over the prop discs. If the FSX (.dds) texture sheets are being produced from the FS9 dxt3 sheets and not the source bitmap, then the double compression may have altered something.
John
John
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Re: B-29 Superfortress
John,
the issue described above is FS9 only. I am aware that the conversion of Ray's FS9 textures to FSX is sub-optimal - it was done for me personally in the first place. The results are still looking quiet good as you can see in the B-29 section of the Screen Shot Gallery.
But Ray and I have already taken this up together to bring it to a 100% solution for everybody
the issue described above is FS9 only. I am aware that the conversion of Ray's FS9 textures to FSX is sub-optimal - it was done for me personally in the first place. The results are still looking quiet good as you can see in the B-29 section of the Screen Shot Gallery.
But Ray and I have already taken this up together to bring it to a 100% solution for everybody
Cheers,
Martin
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The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
Martin
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The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
Re: B-29 Superfortress
It's not the name that's important in FSX in any case, it's the animation and visibility tags applied to animated parts