Any repaints for this freeware Gee Bee?
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Thread: Any repaints for this freeware Gee Bee?

  1. #1

    Any repaints for this freeware Gee Bee?

    <center>FSX - FSX Early Aircraft
    FSX Gee Bee Model Z Supersports
    </center><center>[ Download | View ]</center>Name: geebeez4.zip Size: 5,304,640 Date: 08-14-2008 Downloads: 1251
    FSX Gee Bee Model Z Supersports for replica for FSX SP2/Acceleration. Winner of the 1931 Thompson Trophy Dash, the Model Z, "City of Springfield" was designed by Bob Hall and built by Granville Brothers Aircraft Inc. of Springfield Massachusetts. Designed with FSDS3.51 and fsdstweak by David Nunez using the SP2/Accel sdk, with all the usual animations, clickable, levers, switches, VC, shadows and smooth 3D gauges. DX10 compatible. By Warwick Carter.
    David Wilson-Okamura

    Nor law, nor duty bade me fight,
    Nor public men, nor cheering crowds,
    A lonely impulse of delight
    Drove to this tumult in the clouds.
    -- W. B. Yeats, "An Irish Airman Foresees His Death"

  2. #2
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    Quote Originally Posted by dswo View Post
    <CENTER>FSX - FSX Early Aircraft
    FSX Gee Bee Model Z Supersports

    </CENTER><CENTER>[ Download | View ]</CENTER>Name: geebeez4.zip Size: 5,304,640 Date: 08-14-2008 Downloads: 1251
    FSX Gee Bee Model Z Supersports for replica for FSX SP2/Acceleration. Winner of the 1931 Thompson Trophy Dash, the Model Z, "City of Springfield" was designed by Bob Hall and built by Granville Brothers Aircraft Inc. of Springfield Massachusetts. Designed with FSDS3.51 and fsdstweak by David Nunez using the SP2/Accel sdk, with all the usual animations, clickable, levers, switches, VC, shadows and smooth 3D gauges. DX10 compatible. By Warwick Carter.
    I don't know if it will work but perhaps can you try to adapt these FS9 repaints?

    http://www.gjsmith.net/Textures/gee-bee.htm

    I hope this helps...

    Best regards,

    Stephan

  3. #3
    Here is one I did. This is an exact rendition of the Rocketeer GB Z that was at the end of the film. The fuse, wheel pants and wing color patterns are changed and new decals made for cowl and tail so this is much more than just a color switch from yellow to black.






    I will upload this if there is any interest and you can also just send me a message here with your emal.

  4. #4
    Skin is available at flightsim.com now as GeeBee_Z_Rocketeer.zip

  5. #5
    Senior Administrator huub vink's Avatar
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    Thanks! Both for the HU as I wasn't aware this lovely model was available for FSX and for the beautiful skin of course.

    Huub

  6. #6
    Retired SOH Administrator Ferry_vO's Avatar
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    Quote Originally Posted by huub vink View Post
    Thanks! Both for the HU as I wasn't aware this lovely model was available for FSX and for the beautiful skin of course.
    +1!

    Intel i9-13900 Raptor Lake , Be Quiet! Dark rock slim cooler, 32 Gb Corsair DDR5 RAM, MSI Z790 Tomahawk motherboard, Asus RTX 4060Ti 16Gb, Thermaltake 1050 Watt PSU, Windows 11 64-bit 1 m2, 4 SSD, 2 HDD.

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    Retired SOH Administrator Ferry_vO's Avatar
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    Great to have this in my FsX now too!
    Intel i9-13900 Raptor Lake , Be Quiet! Dark rock slim cooler, 32 Gb Corsair DDR5 RAM, MSI Z790 Tomahawk motherboard, Asus RTX 4060Ti 16Gb, Thermaltake 1050 Watt PSU, Windows 11 64-bit 1 m2, 4 SSD, 2 HDD.

  8. #8
    Senior Administrator huub vink's Avatar
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    David,

    To answer a part of your question. Yes the liveries for the FS9 version have the same format. You only need 3 textures G_main1.bmp, G_main2.bmp and G_main3.bmp

    You just need to open them in dtxbmp texture Manipulator by Martin Wright, flip them, including the alphas and save them in dds dtx5 format. the next step is to add _t to the file name. So rename G_main1.dds into G_main1_t.dds

    Coy the original texture folder and rename the extension, put the files you converted and renamed into this folder and alter you aircraft.cfg file.

    It sounds actually much more complex than it really is. When you familiar with adding textures it is just a piece of cake!

    Cheers,
    Huub








  9. #9

    Huub, question ...

    I know there's more than one way to 'skin' a cat, thought I'd take the other route.
    Used FSX image tool, opened file, clicked image, format, dxt5.
    When saving, changed name to add _t and removed extention, changed format to DDS.

    Those are the only 3 textures I put into the new texture folder. Copied the texture.cfg from original texture folder and removed .common from first fallback (doesn't exist) so would get rest from original texture folder.
    Clicked on picture for paint on Mr. Smith's site, right clicked and saved.
    Opened file with MS paint and saved as thumbnail.jpg and put that in new texture folder.

    The question is, does dxtbmp do something different than what I did?
    (besides mip & dither options)
    I took a screenshot, my colour seems to be a bit off.
    Going to upload a screenshot to compare, just in case my internet picture viewer and home viewer are the cause and not image tool.

    (if image tool is the cause, I'll start using the dxtbmp routine again)

    Now that picture is uploaded, difference must be my pc, my fsx & picture viewer look the same, uploaded picture looks about same shade as yours.

    Attachment 46339

  10. #10
    Senior Administrator huub vink's Avatar
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    Paul,

    With my limited knowledge, I assume the image tool and dtxbmp doe the same thing. They convert an graphical image into another (extended) format.
    Perhaps the "road" is different, the result should be the same.

    There is of course a difference when you save for instance in dtx3 format or 32 bits format. But they way you describe it I would expect the end result to be exactly the same as the way I did.

    Cheers,
    Huub

  11. #11
    Huub,
    Thanks for reply. Have converted many before with dxtbmp and sometimes forget to flip alpha, or do so and not saved, then have to start again.
    Still like dxtbmp for option to change editor to paint program or resize program (can't resize in my paint program), removing mips, etc. but will use image tool method for simple conversions in future.
    (assuming you also saw no glaring image differences)

  12. #12
    Note that the tool used for converting to DDS format can have an influence on how close to the original textures the DDS conversion is. The best tool for maintaining fidelity to the original image is NVIDIA Plug-in for Photoshop. Second best is DXTBmp and the most lossy conversion is generally with the Microsoft SDK Image Tool.

    Regards, Mike Mann

  13. #13
    Mike Mann,
    Thanks for the info. I know I asked this a bit off topic but is good to know, will help others convert the FS9 paints as well as myself.

  14. #14
    Quote Originally Posted by huub vink View Post
    David,

    To answer a part of your question. Yes the liveries for the FS9 version have the same format. You only need 3 textures G_main1.bmp, G_main2.bmp and G_main3.bmp

    You just need to open them in dtxbmp texture Manipulator by Martin Wright, flip them, including the alphas and save them in dds dtx5 format. the next step is to add _t to the file name. So rename G_main1.dds into G_main1_t.dds

    Coy the original texture folder and rename the extension, put the files you converted and renamed into this folder and alter you aircraft.cfg file.

    It sounds actually much more complex than it really is. When you familiar with adding textures it is just a piece of cake!

    Cheers,
    Huub
    Hello don Huub, you solved my problem: what textures to convert from DDS to BMP in DXTBmp, for including a GB model Z "Rocketeer" (http://www.fsx-downloads.com/wp-cont..._rocketeer.zip) in my Golden Wings FS. All went Okey, only had to flip vertically the BMP's, but I retained the Alpha chanel plus used the model Z "Coke" files for my conversion... had this partial success:




    So I used the model Z texture.TVA2 for my cannibalisation and reconfigured my BMP's to DXT1 (no alpha): that took off the red from the propeller hub & the reflected transparency vanished from the paint:



    GRACiAS señor HUUB AND I love the Coca Cola livery!!

    Attached Thumbnails Attached Thumbnails Rocketeer - from DDS to BMP (1).jpg   Rocketeer - from DDS to BMP (2).jpg   Rocketeer - from DDS to BMP (3).jpg  

  15. #15
    I had to play with alpha channel, because configuring the DH.89 G-AFIK present texture, it seemed a little reflective too much, lightening the dark blue more than the photos of the actual thing. Instead of 180 alpha, I gave 210 alpha. Reflections are still there, but blue color is darker. That did it: I went back to configuring my FS 2004 Model Z Rocketeer skin, with some reflections: it does not use military paint!! The alpha channel for it is a B&W image of the BMP, so I inverted the colors, as a negative for photos. I was surprised, it looks more alive now:




    I gave a flat alpha channel of 200 to my Coke version, too: no more dead surfaces on this one either:



    Oh yes, things go better with Coca Cola: like the Cuba Libre!!



    Can't keep my hands still, I guess!! Hasta Luego my friends!!SALUD
    Attached Thumbnails Attached Thumbnails GB Z Roqueteer.jpg   GB Z Coke 3.jpg   GB Z Coke 2.jpg  
    Last edited by Jean Loup; September 18th, 2015 at 23:03. Reason: ortography, sorry

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