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VMFA-115 new cag

Posted: 15 Dec 2009, 22:36
by Flyin Illini
I painted the VMFA-115 new cag. I got a picture from my friend in Japan as they are on deploy. it is pretty neat.. here is the real pic and my paint. I also attached the bmp file so you can add it to the beaufort pack.

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Sorry i forgot to add the dark grey on the nose. Will fix that then upload it again.

Re: VMFA-115 new cag

Posted: 15 Dec 2009, 22:45
by MIKE JG
Nice work Aaron. :wink:

Re: VMFA-115 new cag

Posted: 15 Dec 2009, 22:57
by Flyin Illini
Updated...

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Re: VMFA-115 new cag

Posted: 16 Dec 2009, 00:30
by Victory103
Outstanding repaint.

Re: VMFA-115 new cag

Posted: 16 Dec 2009, 19:04
by james84
Fantastic!

Re: VMFA-115 new cag

Posted: 16 Dec 2009, 19:09
by reconmercs
looks good Aaron, only thing missing are the serial numbers on the fuselage under the horizontal stabs and for some reason the canopy isn't reflective like the other hornets :?

Re: VMFA-115 new cag

Posted: 16 Dec 2009, 19:44
by Flyin Illini
how do you guys save it as to get the reflective canopy? This one is saved as a DXT1.

Re: VMFA-115 new cag

Posted: 16 Dec 2009, 19:54
by Flyin Illini
Nm i figured out whats up...the psd i have doesnt have the alpha in it. in dxt it shows no alpha at all. not sure what is going on there.

Re: VMFA-115 new cag

Posted: 16 Dec 2009, 20:11
by Flyin Illini
Ok updated for the final time, added alpha, added modex and added false canopy i forgot. These should be the last one.

Re: VMFA-115 new cag

Posted: 16 Dec 2009, 21:35
by MIKE JG
Needs to be in DXT3 format using DXTBmp program.

DXT1 (with alpha) is only black or white parts, either all or nothing.

DXT3 allows the use of gray scales for partial to full transparency or reflectivity.

I forget why but there's another reason that the texture needs to be in DXT3 as well.

Re: VMFA-115 new cag

Posted: 16 Dec 2009, 21:55
by Flyin Illini
the stuff i use on my comp i save as an extended 32 bit bmp, what i use in packages on for the site is dxt3. Why i use extended 32 bit is because of the dang annoying color pixels that appear because of the conversion. like around panel lines and numbers and so on. If i save it as a extended 32 bmp it doesnt do that. Keeps them clean. However it makes the file considerably larger..usually around 4.0mb. the file up now is a dxt3.

Re: VMFA-115 new cag

Posted: 16 Dec 2009, 22:11
by MIKE JG
Ah....gotcha, well at least you have a good reason for that. 32 bit certainly does look nicer.

Re: VMFA-115 new cag

Posted: 16 Dec 2009, 23:12
by Victory103
Got again thanks. One very small detail I have been changing on all the USN/USMC textures is changing the pilot helmets to white or camo to match real world. I know, I know, it's a stupid change and I feel like I bought FS Repaint just to do it!

Re: VMFA-115 new cag

Posted: 16 Dec 2009, 23:30
by Flyin Illini
lol thats your choice..ive seen so many different helmet types it is almost pointless to try, cause every pilot seems to have his own unique style now a days.

Re: VMFA-115 new cag

Posted: 17 Dec 2009, 06:14
by KevinJarvis
Is the CAG bird with the old paint in the original download?
Can I just drop this texture in and let er rip?

Ooops..I think I just found it...bird 200 isn't it?

Re: VMFA-115 new cag

Posted: 17 Dec 2009, 06:16
by Flyin Illini
the old cag was VE-200, this is VE-201, if you copy over your beaufort texture one it should just be put in there.

Re: VMFA-115 new cag

Posted: 17 Dec 2009, 06:23
by KevinJarvis
Roger that...thank you sir.

It appears I can't read huh? :smt006