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dswo
December 13th, 2008, 18:12
<center>FSX - FSX Early Aircraft
FSX Gee Bee Model Z Supersports
</center><center>[ Download (http://www.flightsim.com/cgi/kdl/main/96/geebeez4.zip?2kF7k012) | View (http://fs1.flightsim.com/cgi/zview?rk=2kF7k012&fn=/cgi/kdl/main/96/geebeez4.zip&cm=list&rp=/cgi/file%3Fcm=LISTFILES%26pos=0%26rk=2kF7k012%26fm=mai n%26rp=/cgi/kds%253F2kF7k012=main/search.htm) ]</center>Name: geebeez4.zip (http://www.flightsim.com/cgi/kdl/main/96/geebeez4.zip?2kF7k012) Size: 5,304,640 Date: 08-14-2008 Downloads: 1251
http://www.flightsim.com/n/geebeez4.gifhttp://www.flightsim.com/wbicons/fcq1.gifhttp://www.flightsim.com/wbicons/fbq1.gifFSX 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.

Epsillon
December 13th, 2008, 19:48
<CENTER>FSX - FSX Early Aircraft
FSX Gee Bee Model Z Supersports

</CENTER><CENTER>[ Download (http://www.flightsim.com/cgi/kdl/main/96/geebeez4.zip?2kF7k012) | View (http://fs1.flightsim.com/cgi/zview?rk=2kF7k012&fn=/cgi/kdl/main/96/geebeez4.zip&cm=list&rp=/cgi/file%3Fcm=LISTFILES%26pos=0%26rk=2kF7k012%26fm=mai n%26rp=/cgi/kds%253F2kF7k012=main/search.htm) ]</CENTER>Name: geebeez4.zip (http://www.flightsim.com/cgi/kdl/main/96/geebeez4.zip?2kF7k012) Size: 5,304,640 Date: 08-14-2008 Downloads: 1251
http://www.flightsim.com/n/geebeez4.gifhttp://www.flightsim.com/wbicons/fcq1.gifhttp://www.flightsim.com/wbicons/fbq1.gifFSX 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

TeiscoDelRay
August 17th, 2011, 08:45
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.

http://i260.photobucket.com/albums/ii22/Warbirds_photos/gbz1.jpg

http://i260.photobucket.com/albums/ii22/Warbirds_photos/gbz2.jpg


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

TeiscoDelRay
August 18th, 2011, 07:39
Skin is available at flightsim.com now as GeeBee_Z_Rocketeer.zip

huub vink
August 18th, 2011, 08:53
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

Ferry_vO
August 18th, 2011, 09:08
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!

:applause:

Ferry_vO
August 19th, 2011, 06:51
http://i13.photobucket.com/albums/a262/Ferror/Flightsim/GBZ1.jpg

http://i13.photobucket.com/albums/a262/Ferror/Flightsim/GBZ2.jpg

Great to have this in my FsX now too! :applause:

huub vink
August 19th, 2011, 10:14
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

http://i6.photobucket.com/albums/y210/Huub_Vink/GB_Z_a.jpg

http://i6.photobucket.com/albums/y210/Huub_Vink/GB_Z_b.jpg

http://i6.photobucket.com/albums/y210/Huub_Vink/GB_Z_d.jpg

http://i6.photobucket.com/albums/y210/Huub_Vink/GB_Z_c.jpg

Paul Anderson
August 19th, 2011, 12:52
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.

46339

huub vink
August 19th, 2011, 13:16
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

Paul Anderson
August 19th, 2011, 13:29
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)

mmann
August 19th, 2011, 18:41
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

Paul Anderson
August 19th, 2011, 19:39
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.

Jean Loup
September 18th, 2015, 12:36
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,
HuubHello 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-content/uploads/filebase/Aircraft/Vintage/geebee_z_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:

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=29198&stc=1


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:

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=29199&stc=1

GRACiAS seņor HUUB :very_drunk: AND I love the Coca Cola livery!!

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=29200&stc=1

Jean Loup
September 18th, 2015, 22:52
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:

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=29204&stc=1


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

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=29205&stc=1

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

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=29206&stc=1

Can't keep my hands still, I guess!! Hasta Luego my friends!!:icon29:SALUD