PAINTKIT

Honest, reliable, iconic American fighter
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Scott - A2A
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PAINTKIT

Post by Scott - A2A »

http://www.a2asimulations.com/Paintkits ... intkit.zip

Special thanks to Martin (ICDP) for these user-friendly paintkits.

Scott.
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Royale_Adio
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Re: PAINTKIT

Post by Royale_Adio »

Scott - A2A wrote:http://a2asimulations.com/public/downlo ... intkit.zip

Special thanks to Martin (ICDP) for these user-friendly paintkits.

Scott.

As always my friend, as always...
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Tom_Weiss
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Re: PAINTKIT

Post by Tom_Weiss »

Thanks !

jcblom
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Re: PAINTKIT

Post by jcblom »

mmm, user friendly?

I'm having problems just opening the normal file, 370 MB, it takes my poor computer about 5 minutes....
Do you think Martin could be persuaded to supply five smaller files rather than one big one?
FS painter. You'll find most of my FS9/FSX/P3D paints here.

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blackhawks
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Re: PAINTKIT

Post by blackhawks »

Thanks Martin!
It does take forever to open, but I kind of like seeing everything all together once it gets done churning. I'm about 1/2 way through ZK-TWK and at least the P40B_Full and P40B_Full_ALPHA broke down nicely into their individual files. I'm moving on to the spec files, and we'll see how that goes. I'm certainly not going to complain if he wants to take the time to separate out the 5 sections, but that seems like it would be hours of work. Either way, this is gorgeous, and the options for levels of wear is fantastic!
-mike

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ICDP
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Re: PAINTKIT

Post by ICDP »

I will get it sorted ASAP Jan Kees (and Mike). If you think it is bad with the 370MB version, you should try the full unedited for public consumption version, it's 1.5 GB! Thankfully my PC handles it OK. :)

jcblom
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Re: PAINTKIT

Post by jcblom »

maybe you'd better send me your computer then...

my problem with this setup is that if you want to change a small detail, you have to open the whole monster once more, it takes forever....

but you can work with it if you have to:

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Ian P
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Re: PAINTKIT

Post by Ian P »

Aaand he's off. :lol:

I guess I should try and open this thing at some point as well. Although my efforts will be nothing compared to those of the masters.

Ian P.

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Lewis - A2A
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Re: PAINTKIT

Post by Lewis - A2A »

Beautiful Jan kees. Great start 8)
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jcblom
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Re: PAINTKIT

Post by jcblom »

still wouldn't mind 5 different files though...

Martin, a little question, you say: 'To do this, create all of your BMPs, make sure the alpha textures have been added, then resize your canvas to 2048x2048 to each of the sub-textures in turn. '
attach the alpha within photoshop? I aways used dxtbmp for this. How do I do this, or am I asking a stupid question?
FS painter. You'll find most of my FS9/FSX/P3D paints here.

1SgtMajor
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Re: PAINTKIT

Post by 1SgtMajor »

JC............I'm more of a paint slinger than a painter.....unlike Martin or many of the other true masters, however, while you're waiting for one of the experts to answer, I'll just add:

If you use Photoshop, there is a plug in for .dds files that works really well. I've used DXTBmp myself which worked wonderful in FS9......and still does in FSX most of the time but has given me some problems every now and again which I'm sure are probably operator induced. (smile)

(If you do a google for Photoshop .dds plugin, you'll get plenty of places to download.)

Hope this will help.

Cheers,
Steve R.
SgtMajor, USMC (Retired)

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Lewis - A2A
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Re: PAINTKIT

Post by Lewis - A2A »

Ive always used the .dds plugin for photoshop too. Much quicker to use one app rather than two IMO

linky; http://developer.nvidia.com/nvidia-text ... -photoshop
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jcblom
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Re: PAINTKIT

Post by jcblom »

I tried, but always had problems with it for some reason, probably operator induced...
so I went back to what I knew worked well..

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Re: PAINTKIT

Post by Ian P »

I've had all sorts of problems with DXTBMP in FSX, to the point that I stopped using and removed it.

With PSP and Photoshop Elements I used the SDK's tool, which worked superbly. With the full version of Photoshop I use the nVidia plugin.

Ian P.

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Re: PAINTKIT

Post by ICDP »

jcblom wrote:still wouldn't mind 5 different files though...

Martin, a little question, you say: 'To do this, create all of your BMPs, make sure the alpha textures have been added, then resize your canvas to 2048x2048 to each of the sub-textures in turn. '
attach the alpha within photoshop? I aways used dxtbmp for this. How do I do this, or am I asking a stupid question?
I simply crate a BMP file for the alpha. I then open both the main texture and the alpha texture in Photoshop, copy the contents of the alpah bmp into the alpha channel of the main texture and save the file. You can then do your flipping and saving into .DDS format. I just use the Nvidia DDS tools plugin and never use anything other than Photoshop for all my editing and saving.

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