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 Post subject: PAINTKIT
PostPosted: Sat Jan 07, 2012 10:19 pm 
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Location: USA
http://dl.dropbox.com/u/34075223/downlo ... intkit.zip

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

Scott.

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 Post subject: Re: PAINTKIT
PostPosted: Sat Jan 07, 2012 11:41 pm 
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Joined: Thu Aug 12, 2010 4:25 am
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Scott - A2A wrote:
http://dl.dropbox.com/u/34075223/downloads/paintkits/A2A_WoP3_P-40_Paintkit.zip

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

Scott.



As always my friend, as always...

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 Post subject: Re: PAINTKIT
PostPosted: Sun Jan 08, 2012 6:35 am 
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Joined: Tue Sep 08, 2009 10:23 pm
Posts: 359
Thanks !

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 Post subject: Re: PAINTKIT
PostPosted: Sun Jan 08, 2012 11:42 am 
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Joined: Tue Aug 26, 2008 2:53 pm
Posts: 1073
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?

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 Post subject: Re: PAINTKIT
PostPosted: Sun Jan 08, 2012 12:49 pm 
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Joined: Mon Jul 12, 2010 9:21 pm
Posts: 462
Location: Chicagoland
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!

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 Post subject: Re: PAINTKIT
PostPosted: Sun Jan 08, 2012 12:51 pm 
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Joined: Sat Jan 22, 2005 8:52 am
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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. :)


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 Post subject: Re: PAINTKIT
PostPosted: Sun Jan 08, 2012 2:45 pm 
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Joined: Tue Aug 26, 2008 2:53 pm
Posts: 1073
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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 Post subject: Re: PAINTKIT
PostPosted: Sun Jan 08, 2012 7:20 pm 
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Joined: Sat Mar 25, 2006 9:22 am
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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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 Post subject: Re: PAINTKIT
PostPosted: Sun Jan 08, 2012 7:30 pm 
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Joined: Sat Nov 06, 2004 11:22 pm
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Location: Lowestoft Suffolk UK
Beautiful Jan kees. Great start 8)

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 Post subject: Re: PAINTKIT
PostPosted: Tue Jan 10, 2012 5:25 am 
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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?

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 Post subject: Re: PAINTKIT
PostPosted: Tue Jan 10, 2012 7:54 am 
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Joined: Sun Aug 30, 2009 2:35 am
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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,

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 Post subject: Re: PAINTKIT
PostPosted: Tue Jan 10, 2012 8:08 am 
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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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 Post subject: Re: PAINTKIT
PostPosted: Tue Jan 10, 2012 9:39 am 
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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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 Post subject: Re: PAINTKIT
PostPosted: Tue Jan 10, 2012 9:49 am 
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Joined: Sat Mar 25, 2006 9:22 am
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Location: Somewhere in the Middle, UK.
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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 Post subject: Re: PAINTKIT
PostPosted: Tue Jan 10, 2012 10:15 am 
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BDG & A2A

Joined: Sat Jan 22, 2005 8:52 am
Posts: 746
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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