Repainter's guide

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This is a short guide that will help potential repainters with setting up their repaints. All sizes reported are Width x Height

Paintkit

The paintkit is available here: https://dl.dropboxusercontent.com/s/ejdqzdtl0ooivgz/SWS_F-4BN_PhantomII_Paintkit_v1.2.zip?dl=0

Template

A template has been provided to assist you in deploying your repaints properly. It contains aircraft.cfg and texture.cfg templates, as well as an appropriate folder structure.

Repaints

An F-4B/N paint consists of eight files total:

  • F-4B_Fuselage_T: contains the rear half of the fuselage. (4096x2048)
  • F-4B_Fuselage_forward_T: contains the front half of the fuselage. (4096x2048)
  • F-4B_EXT_1_T: Contains the intake ramps and canopies (2048x2018)
  • F-4B_EXT_8_T: Contains the nosecone (2048x2048)
  • F-4B_EXT_12_T: Contains all the ECM antennae (1024x1024)
  • F-4B_L_Wing_T: Contains the tail and left wing (2048x2048)
  • F-4B_R_Wing_T: Contains the right wing. Not always needed (2048x2048)
  • HGU33_T: Contains the helmet texture. Not always needed
  • Thumbnail: What is seen in the aircraft select screen. Resolution is 512x256 or 1024x512

All .DDS files are associated with a .PSD file with the same name, except for the fuselage.

  • The fuselage comes into a single 8192x2048 file which contains both halfs of it. This way you can paint the entire fuselage in a single file without worrying for misalignments. You then need to isolate each half and save them with their proper names and resolutions
  • The wings come in 4096x2048 dimension in their PSD. Change the image size to 2048x2048 before saving. Don't worry about deforming it, it will appear properly ingame.

Texture folder placement

When making a repaint, ALWAYS' place the texture.x folder in the F-4B Phantom II folder. Then, create another texture.x folder in the F-4N Phantom II folder and copy a texture.cfg file from another texture folder of the F-4N into your own. Open it with Notepad or another editor and change texture.x to the name of your repaint folder (i.e. Texture.VF92). Remember that case matters so use capitals and lowercase letters appropriately.

[fltsim]
fallback.1=..\..\F-4B Phantom II\Texture.x
fallback.2=..\..\F-4B Phantom II\Texture
fallback.3=..\..\..\..\Scenery\Global\texture
fallback.4=..\..\..\..\..\..\Scenery\Global\texture

Selection of model

Basics

Depending on your preference or historical facts, you may have to select between:

  • F-4B Phantom II, for older "repaints". This version doesn't have drooped ailerons or countermeasures. It comes with no RWR
  • F-4B Phantom II APR-24, for F-4Bs that flew in the mid-1960s. These planes will be equipped with the APR-24 RHAW and will not have drooped ailerons. You can also fake F-4C/Ds with this version.
  • F-4N Phantom II, for newer "repaints". This version comes with newer, more reliable AIM-7 and AIM-9 models, drooped ailerons, RWR and countermeasures. It also has lower landing speeds.

Depending on your preference, you will need to edit the appropriate aircraft.cfg, Below is an example section:

[fltsim.x]
title= Title string
sim=Flight model
model=3D model
panel=
sound=
texture=Texture folder
kb_checklists=
kb_reference=
atc_id=1006
atc_airline=USN
atc_flight_number=11
ui_manufacturer="F-4B"
ui_type="Phantom II
ui_variation=Squadron name
ui_typerole="Twin Engine Jet"
ui_createdby="SimWorks Studios"
description=Write anything you want here

[fltsim.x]

Use the next incremental number in place of x. If the last entry ends at 10, use 11.

Title string

The title string is what appears in FSX when you select an aircraft. Usually, your title string will be something like: F-4B Phantom II VF-121 Pacemakers.

But here is where a lot of the magic happens. We have introduced certain keywords that when added will make various parts of equipment appear on the plane. These won't be visible in the aircraft selection screen, but in the game (single and multiplayer). The keywords are:

  • APR-24: Shows the APR-24 parts on the aircraft (1966)
  • APR-25: Shows the APR-25 parts on the aircraft (1967)
  • Shoehorn Mod 1: Shows the parts of Shoehorn Mod 1, done to some aircraft in 1967
  • Shoehorn Mod 3: Shows the parts of Shoehorn Mod 3, done to some aircraft in 1968
  • 1968 cap: Replaces the tailcone with a version that started appearing in 1968, featuring two RWR receivers
  • ALQ-126: Shows the ALQ-126 gear on the aircraft's tail (F-4B/N, applied from 1973 onwards)
  • Intakes: Shows the ALQ-126 gear on the aircraft's intakes (F-4N, 1974 onwards). This requires the previous entry, ALQ-126 to exist in the title string
  • IFF TACAN Antenna: Shows small IFF antennae above and below the fuselage
  • AN/ALQ-91 IFF: Shows the AN/ALQ-91 antenna, a large fin on top of the fuselage

the last production block were essentially F-4Js with J79-8 engines.

For example, using the title string F-4B Phantom II VF-92 Shoehorn Mod 1 1968 cap you will get an aircraft with Shoehorn 1 and the smiley tail.

Flight model

Depending on which aircraft.cfg you are editing, use F-4B Phantom II or F-4N Phantom II. The diference is that the F-4B doesn't use drooped ailerons and has a higher approach speed.

3D model

Depending on which era of the F-4B you want to represent, there are three options:

  • If you are editing the "F-4B Phantom II" folder the alias will be:
    • model=B: The simple F-4B up to Block 26 production.
  • If you are editing the "F-4B Phantom II APR-24" folder the alias will be:
    • model=B_APR-24: An F-4B with RWR equipment installed.
  • If you are editing the "F-4N Phantom II" folder the alias will be:
    • model=N

Texture folder

Write the name of the texture folder you have your repaints stored in. I.e for texture.VF96 you should write texture=VF96

Squadron name

Write the squadron's number and name here. I.e. VF-121 Pacemakers

Description

Write anything you want. A short history of the repaint, flight characteristics, credits.


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