POSKY B747F / FSX Problem

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RJP
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POSKY B747F / FSX Problem

Post by RJP »

Is anyone here successfully using the POSKY B747F in FSX?

I'm trying to but have a problem with 1 texture, the one that displays the logo under the nose door & a small area above the flight-deck windows (presumably for reg / fleet no), OS747F_NOSE_LOGO.bmp;

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It's years since I've done any dabbling with re-paints etc so I'm not at all familiar with how to solve such problems. :dunno:

Although I haven't tried it in FS9 I'm told there isn't a problem there. So there must be something in the file. I've tried opening it in both DXTBmp & Imagetool but its all black.

Any ideas pls?

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Richard
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Garry Russell
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Re: POSKY B747F / FSX Problem

Post by Garry Russell »

Looks like there is an alpha for shine but the part is not set up so is transparent with alpha

Not sure :dunno:

You could try to remove the alpha from that texture and see if that changes anything.

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Chris_UKMIL
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Re: POSKY B747F / FSX Problem

Post by Chris_UKMIL »

May sound stupid.....have you redownloaded the texture?


And another one that may sound stupid? Is it the correct model for the paint? ;)
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RJP
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Re: POSKY B747F / FSX Problem

Post by RJP »

Garry,

From my (severely) limited knowledge of these things I had suspected that it was something to do with the alpha channel.

Will do some meddling in PSP tomorrow. At the moment (in DXTBmp & Imagetool) I cant see anything apart from a black square.

Chris,

Yep, they were both in the same download. I've tried downloading another variant (the Kalitta one) & substituted the appropriate bmp with the same result.

Rgds & thanks
Richard
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Garry Russell
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Re: POSKY B747F / FSX Problem

Post by Garry Russell »

Richard

That black square is full alpha

Try inverting the alpha ...you cna do that in DXP so then it will be white (minimal)

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Re: POSKY B747F / FSX Problem

Post by DaveG »

Looks like a similar problem to the SOH A-26 Invader released a while back. That used a decal type texture for the nose art, which resulted in transparent sections on the nose when used in FSX. In that case, the issue was with the model itself, and no amount of texture fiddling corrected the problem :-(
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Re: POSKY B747F / FSX Problem

Post by RJP »

Hi Garry / Dave,

Thanks for the messages...

I tried inverting the alpha, no change seen.

Tried moving the file so FS couldn't use it, no change.

So I tried turning i it into a white square (instead of black) saved it (as DXT3) and the hole is filled with a flat-white now (so I wonder why inverting the alpha didn't work.....).

So if I can summon the energy (& find the disc) I might re-install FS9, install the ac in there, take a screen-shot of the area (easy enough with the door raised & head-on shot) & copy the area I need into a new texture file.

Or, is there an easier way?

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Richard
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Garry Russell
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Re: POSKY B747F / FSX Problem

Post by Garry Russell »

Hi Richard

If the offending file a different format to those that are OK

If it is then just change it to the same format, or copy the image directly from the file onto your new texture file.

Seems pointless making a screenshot as all that does is give you a BMP which you can make from the existing file.

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Re: POSKY B747F / FSX Problem

Post by RJP »

Garry Russell wrote: Seems pointless making a screenshot as all that does is give you a BMP which you can make from the existing file.
All I can see (in DXTBmp & Imagetool) is a black square. I can use that no problem but I dont want a big black patch under the nose (although it would be preferable to the hole I suppose!).

I think the texture is blank (but is included to allow for a logo under the nose-door on other re-paints) and that when there's something there the area outside of the logo is transparent to show underlying texturing (i.e., as Dave called it, a decal type texture). It would seem that something about how thats done renders it see-through in FSX.

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Richard
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Tarasdad
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Re: POSKY B747F / FSX Problem

Post by Tarasdad »

FS9 used black for full alpha, but FSX uses either white or a VERY light grey for the same effect. It's a pain when you have to redo the alpha channel for every single texture on a model to get it to display properly in FSX.
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