Just playing a bit with FSDS
We have a couple folks here who might take you up on the paint job. Problem is that the texture mapping is a critical part of getting the paint job to look correct.
Try looking at some of the recent AI fighter models produced to get an idea of what and how you should map the object.
Most modelers can get a decent paint job on the model. However some of the better texture artists can really give it that worn, weathered in look.
Remember that any surface that is going to be textured exactly the same on both sides, only need be mapped once as FSDS can invert the texture for the opposite side.
Try looking at some of the recent AI fighter models produced to get an idea of what and how you should map the object.
Most modelers can get a decent paint job on the model. However some of the better texture artists can really give it that worn, weathered in look.
Remember that any surface that is going to be textured exactly the same on both sides, only need be mapped once as FSDS can invert the texture for the opposite side.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
One more thing I forgot to mention. You may want to invest in a program like PhotoShop or Paint Shop Pro, something that can work in layers. The older versions which work perfectly well can be had for next to nothing on EBay. It is so much easier to come up with textures when you can work from layers. I'm not sure if MS Paint can do layers.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
mspaint cannot work with layers. Fireworks can, I will install it later tonight. You explained something with FSDS flipping textures, but I think that is not the way you want it. Say if you have a number on the side of the fuselage or something, FSDS will mirror it. It is only interesting for the wheels and struts.
- nickblack423
- MAIW Veteran
- Posts: 2155
- Joined: 11 Aug 2006, 21:43
- Version: FS9
- Location: Ipswich, UK
- Contact:
-
- Lieutenant Colonel
- Posts: 823
- Joined: 08 Jul 2007, 22:15
- Version: FS9
For example on your Mig 25 model, if the insides of each vertical stabilizer looks exactly the same, no numbering or lettering, you only have to map it once for both tail sections. Same thing for the upper and lower sides of the wings and horizontal stabs if you can get away with it.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
-
- MAIW Veteran
- Posts: 1376
- Joined: 26 Jun 2007, 02:22
- Version: P3D
- Location: KRDR
I think it's not.max2202 wrote:I think it is one ugly looking plane![]()

My Xfire: http://www.xfire.com/profile/ian58861/
My social media sites: FB: http://www.facebook.com/profile.php?id=100000076454766
Twitter: https://twitter.com/#!/sportsgeek832
Tumblr: http://emeraldcoastwxman.tumblr.com/
I started with the texture mapping, and I must say that, that it is driving me crazy. I made screenshots of the top and side part of the engine. Pasted it in mspaint flipped the colors and pasted it in FireWorks. Saved the texture map and applied the texture to the part. Which results in the following, the top texture continues on the side of the part. Does anyone know how I can resolve this?


Max it's now all trial and error. One way or the other, every modeler has to go through this long process. I modeled the M1A1 tank in about three hours. I took me the better part of three nights, probably 10 hours worth of work to get it textured correctly and it's only a scenery item at this point so the textures are not that good.
Whatever you do, don't give up. You've essentially got an LOD1 model that's done. Sure it probably still needs some animations and some other XML goodies but that can be done in good time.
The texturing job is absolutely critical to getting a good looking model. I think you are now finding out just how important it is. As I recommended earlier, use some of the other AI fighters out there for texture hints. IOW take a look at the F-15 for example and see how Nick split the parts up for texturing. You will have to get a hold of one of the model's texture files and convert it to a viewable bmp file with DXTBMP. Once you've done that you can see how a similar shaped aircraft is textured.
There are certain parts that you may have to divide into separate parts to get them to look correct. Also other parts may need to be combined with neighboring parts to get the textures on them. Unfortunately you will have to go through this process one part at a time getting it to look correct.
As an example the tank's turret in the final version is actually about 10 seperate parts all residing next to one another. The top and bottom of the turret are one part, they're relatively flat and therefore take a texture easily. The left side and right side are their own parts as well as the front facets and back facets. Dividing them up is the only way I could make it look correct. So what was originally one part, is now 10+ separate parts that each have their own texture definition in FSDS.
Don't be afraid to ask someone else to help you with the work especially with the texturing parts.
Whatever you do, don't give up. You've essentially got an LOD1 model that's done. Sure it probably still needs some animations and some other XML goodies but that can be done in good time.
The texturing job is absolutely critical to getting a good looking model. I think you are now finding out just how important it is. As I recommended earlier, use some of the other AI fighters out there for texture hints. IOW take a look at the F-15 for example and see how Nick split the parts up for texturing. You will have to get a hold of one of the model's texture files and convert it to a viewable bmp file with DXTBMP. Once you've done that you can see how a similar shaped aircraft is textured.
There are certain parts that you may have to divide into separate parts to get them to look correct. Also other parts may need to be combined with neighboring parts to get the textures on them. Unfortunately you will have to go through this process one part at a time getting it to look correct.
As an example the tank's turret in the final version is actually about 10 seperate parts all residing next to one another. The top and bottom of the turret are one part, they're relatively flat and therefore take a texture easily. The left side and right side are their own parts as well as the front facets and back facets. Dividing them up is the only way I could make it look correct. So what was originally one part, is now 10+ separate parts that each have their own texture definition in FSDS.
Don't be afraid to ask someone else to help you with the work especially with the texturing parts.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
And once the model is finished.............
There's the FDE part, the effects part, the XML animations part............
And on and on and on......
There really is a lot to a good model that most people never even realize. The actual physical 3D model is only one part of it.
There's the FDE part, the effects part, the XML animations part............
And on and on and on......
There really is a lot to a good model that most people never even realize. The actual physical 3D model is only one part of it.
-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
And don't forget LOD's.
I'm not to worried about the FDE, but the XML is a different story. I know some old programming languages, so that shouldn't be the problem, but I have absolutly no idea where and how to start. I saw in FSDS that I could save the project as a XLM file, do I start there, and just change that file with the commands for the flaps and canopy?
I'm not to worried about the FDE, but the XML is a different story. I know some old programming languages, so that shouldn't be the problem, but I have absolutly no idea where and how to start. I saw in FSDS that I could save the project as a XLM file, do I start there, and just change that file with the commands for the flaps and canopy?
- nickblack423
- MAIW Veteran
- Posts: 2155
- Joined: 11 Aug 2006, 21:43
- Version: FS9
- Location: Ipswich, UK
- Contact:
Max thats the great part of it, once you get rolling on something it just comes naturally, and the more you do the faster you get and the easier it becomes, but then you start adding alot of extras and that slows you down again.max2202 wrote:I think this explains a lot. I just need to split up the engine and texture it seperatly. I'm not going to stop on this one, I never have thought I would come this far, with working gear, flaps and canopy. I just can't wait to start on a new oneOh well, first things first
What I used to do was start another one while I was getting to the end of the first to keep me from getting bored with one.
Nick
Great advice Nick. I too can confirm that this helps keep things fresh and helps keep you from getting bogged down. Sometimes coming back to a project after a couple weeks away can make all the difference.
Mig 21 cough.....cough....
Mig 21 cough.....cough....

-Mike G.
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log
Recovering flight sim addict, constant lurker.
Check out my real life RV-8 build here: RV-8 Builder Log