This document will attempt to explain how the paintkit for Ant's Airplanes Tiger Moth works.

These files are released as freeware. They are not public domain. Copyright is retained by the author on these files. Repaints may be freely made and freely distributed. Payware repaints are expressly forbidden unless you create everything from scratch.

Base textures may have a specular map (_Spec) and may also have a bump map (_Bump). Each .PSD file will contain multiple layers to assist with repainting. Spec and Bump map information is also contained in the .PSD file and can be exported separately. This files were originally created in Corel Paint Shop Pro and exported as .PSD files. Texture files were made using DXTBMP from exported .BMP files and are saved as DXT5 .DDS files (don't forget to flip image and alpha in DXTBMP) with mipmaps except for the bump maps which use 888-8 32 bit DDS without mipmaps.

The layout goes something like this:

RANGES layer. This should be the bottom layer (and may go by a different name). It will consist of multicolour boxes and screengrabs from FS Design Studio (3D modelling software) where I thought I needed them (eg on the fuselage)

BASE COLOUR layer. Mostly Yellow. This is the colour for VH-DHA. When making a repaint make a copy of this layer and then use floodfill to change colours. It will then contain the basic colours of your aircraft.

TEXTURED GREEN layer. The Base colour layer will contain green parts for the interior of the cockpit. The textured green layer is those green parts with some dirt and texturing added. If the cockpit is to remain green you shouldn't need to change this layer.

DETAIL COLOUR layer. Details. Like tyres, nuts and bolts, engine parts etc. You shouldn't need to change this layer.

MARKING layers. May contain rego numbers, roundels, stripes etc for individual repaints. They will typically have an aircraft rego number to help identify the layer.

SHADOWS layer/s. Contain shadowing and highlights which are applied over the base colour layer. Probably not a good idea to mess with this. If you need new shadows make another layer. There may be multiple Shadows (particularly in the fuselage textures)

DIRT layer. Contains some dirtiness. Can be left on or off depending on taste.

NAMES layer. Should show names for the regions. I haven't named every single part. That's why I used different coloured ranges to help me figure out what is what.

ALPHA layer. Contains alpha information for the base texture. The alpha channel will determine the reflectivity of the texture. The Tiger Moth uses a custom reflection map (texture/ReflectionsMap.dds) rather than the default one (which I don't like). Pure white means no reflection (useful on matt surfaces such as tyres). Black means chrome. For most of the aircraft grey 239 is used. For ants_DH82_Windows and ants_DH82_gaugeglass the alpha determines the transparency. Black is transparent, white is opaque.

SPECULAR COLOUR layer. When you have completed your repaint turn on the specular colour layer and export (adding _Spec to the end of the file name). This will lighten up the texture. It also includes pure black areas to prevent specular effects on certain parts (eg tyres, the inside of the engine covers etc)

SPECULAR ALPHA layer. Mostly grey 128. If you know what it does feel free to alter it otherwise I leave it as is for every repaint. This is the alpha channel of the _Spec texture.

BUMP layers. Don't mess with these and leave them off unless you need to create a new bump map texture. I'll expain how I make bump maps later (see the Making Bump Maps section at the end of this document).

OTHER layers. There are many other layers you may find which I have kept separate to allow for reuse or easy editing (eg De Havilland logos, roundels etc).

MAKING A REPAINT
================

Create a new texture folder and give it an appropriate extension. Copy a texture.cfg file from one of the other existing textures. This will make FSX fallback to the Ants Tiger Moth/Texture folder for files. This means you do not have to copy all the files to your new texture. You just need to make your new textures.

For a basic texture I find I need to alter the following files:

ants_DH82_ChromeParts
ants_DH82_Elevator
ants_DH82_Fuselage
ants_DH82_Fuselage_B
ants_DH82_Fuselage_R
ants_DH82_WingLeftBottom
ants_DH82_WingLeftTop
ants_DH82_WingRightBottom
ants_DH82_WingRightTop

You will also need to create new _Spec files for each of these textures

If you change the prop texture you may also need to alter ants_DH82_PropBack and ants_DH82_PropFront

If you open the ants_DH82_Fuselage.psd file you will notice a number of layers with rego names (eg A17448, OOTGM, VHWFW). These are the individual repaints. There may also be ALPHA layers with rego numbers and even BUMP layers with regos. Again, these are used by the individual repaints and should be turned off for your repaint (although you may wish to make a copy of them for use in your repaint).

MAKING BASE TEXTURE
===================

Duplicate the Base Colour layer, rename it to your rego number and apply your colourings.

Create a new layer (again use your rego number) and create any markings (eg rego numbers)

Turn OFF any alpha layers, the specular colour layer, bump layers, any other layers that have rego names that are not used. You should have ON the RANGES, your new base colour layer, your markings layer(s), DETAIL COLOUR, SHADOWS, DIRT. EXport this as a bitmap.

MAKING BASE TEXTURE ALPHA
=========================

Turn on the ALPHA layer (it will block out everything below it). If you need to change some reflectivity duplicate the original ALPHA layer and make changes to that. Export this a bitmap. I add _a to the filename to indicate it is an alpha channel.

Using DXTBMP load the Base texture and load the Base Texture alpha into the alpha channel, flip image and alpha and save as DXT5 .dds texture with mipmaps. You have now made the Base texture and should place it into your texture folder.

MAKING SPEC TEXTURE
===================

Set up layers as for making base texture but turn on Specular Colour layer and export.

MAKING SPEC TEXTURE ALPHA
=========================

Turn on Spec ALPHA layer and export (adding _a to filename)

Using DXTBMP load the spec texture and load the spec texture alpha into the alpha channel, flip image and alpha and save as DXT5 .dds texture with mipmaps. Place into your texture folder.


THE INDIVIDUAL FILES EXPLAINED
==============================

I will attempt to explain any particular conditions about some of the files. If there is a specular map or bump map associated with the base texture I indicate it.

ants_DH82_CHROMEPARTS (+spec)
---------------------
Contains top of doors, luggage door, venturi horns on the sides of the cockpit, prop and window frames as well as knobs. As some tigers don't have these parts chromed you may need to change the alpha channels. VHWFW is one repaint that doesn't have much chrome and copying that should help. Remember, the darker the texture the more reflective. The spinner is in the top left of the texture and is a front on texture.

ants_DH82_Cockpit2
------------------
Contains the interior walls of the cockpit. Most cockpits I've seen use the green colour scheme so shouldn't be necessary to change. Some do have different colours for the part behind the passenger and pilot head which is contained in this file.

ants_DH82_Cockpit (+bump +spec)
-----------------
Contains padding, seats, interior struts and bracing. The bump map gives texturing to the padding.

ants_DH82_Elevator (+bump +spec)
------------------

Elevator, prop, wheelchocks, tiedowns, also contains one interior cockpit texture (wouldn't fit anywhere else), rear wheel and assembly. If you need to put tips on the prop follow the examples in VH-DHA and A17448. Note that "Prop when moving" part is the centre of the prop when spinning.

ants_DH82_FireExtinguisher (+spec)
--------------------------
Cockpit fire extinguisher. Shouldn't need to be changed.

ants_DH82_Fuselage (+bump +spec)
------------------
Left hand side of fuselage, tail, 6 central struts and horizontal strut at rear of fuel tank. Note, oil cover if in Fuselage_R (no room left here). Note also that the engine door hinge is duplicated for the left and right sides.

ants_DH82_Fuselage_B (+bump +spec)
--------------------
Bottom of Fuselage, fuel line parts, windy speed gauge, magnetos, wing wires. I typically change the wing wire colour by placing a colour layer above the Detail Colour layer and filling by a percentage rather than block colour. 

ants_DH82_Fuselage_R (+bump +spec)
--------------------
Right hand side of fuselage, oil cover (which is on left side). Engine parts and Landing gear. DH Logo layer puts black DH logo on wheel hub. DH logo on tail puts small DH logo on tail, some aircraft have it, some dont some have it in a different place. A note about the air intake: there are two models, one with a circular yet blocky are intake on the right hand engine cowling, the other with a smoother egg shaped intake. There are separate areas on the texture for each one.

ants_DH82_GaugeGlass (+spec)
--------------------
Glass that goes over gauges as well as the fuel gauge. To create the alpha channel add Dirt Smoother and Oil Gauge Dirt to the Alpha Base layer.

ants_DH82_Levers (+spec)
----------------
All the levers in the cockpit. you don't want to mess with this do you?

ants_DH82_Luggage
-----------------
Luggage that appear in the luggage compartment

ants_DH82_Panel (+spec)
---------------
Parts for the gauges. Shouldn't need to change anything here.

ants_DH82_PilotFaces
--------------------
Passenger and pilot faces.

ants_DH82_PilotMale (+Spec)
-------------------
Bad naming, really contains parts for pilot and passenger bodies.

ants_DH82_Propback
------------------
Propellor in motion. Alpha channel does all the work.

ants_DH82_Propfront
-------------------
Copy of Propback

ants_DH82_Radios (+spec)
----------------
Knobs and buttons for the comms and transponder. The faceplate is in the panel folder.

ants_DH82_VC_Panel2
-------------------
The panels. Pilot is top, passenger is bottom. Also includes some cockpit signs.

ants_DH82_Windows (+Spec)
-----------------
Pilot and passenger windows.

ants_DH82_WingLeftBottom (+bump +spec)
------------------------
Bottoms of left wings, Fuel tank, control cables for elevator and rudder. Note that the aileron control features a rotating disc in the wing structure (aileron disc). Some aircraft have the rego number writing covering this disc. Experimentation will be needed to get the placing as it is rotated. Refer to VH-DHA for tips.

"Disc Colour" and "copy of Disc Colour" use the following layer blending properties: Luminance 14% and Multiply 44% respectively. I'm not to sure these made it through the conversion to PSD process so double check. These layers apply very subtle colouring to the discs on the wings. These discs are also bump mapped.

ants_DH82_WingLeftTop (+bump +spec)
---------------------
Tops of left wings, aileron, wing ends, autoslots, walkway.

ants_DH82_WingRightBottom (+bump +spec)
-------------------------
This texture is mirrored when applied to the model. If you feel the need to create a new bump map you must negative image the bump map after exporting it (don't ask me why, you just do, otherwise all your bumps will be dents and your dents will be bumps). Main wing struts (duplicated left and right). Note that the aileron control features a rotating disc in the wing structure (aileron disc). Some aircraft have the rego number writing covering this disc. Experimentation will be needed to get the placing as it is rotated. Refer to VH-DHA for tips.

"Disc Colour" and "copy of Disc Colour" use the following layer blending properties: Luminance 14% and Multiply 44% respectively. I'm not to sure these made it through the conversion to PSD process so double check. These layers apply very subtle colouring to the discs on the wings. These discs are also bump mapped.

ants_DH82_WingRightTop (+bump +spec)
----------------------
This texture is mirrored when applied to the model. If you feel the need to create a new bump map you must negative image the bump map after exporting it (don't ask me why, you just do, otherwise all your bumps will be dents and your dents will be bumps). Pretty much a duplicate of WingLeftTop which is probably why I didn't put any names in.

pan1_L.bmp
----------
Emissive texture map used by GPS. DON'T MESS WITH IT.

pan2_L.bmp
----------
Emissive texture map used by radios. DON'T MESS WITH IT

ReflectionsMap.dds
------------------
Custom reflections. Best not to mess with this.

MAKING BUMP MAPS
================
Normally you shouldn't need to make a bump map and falling back to the ones in the Ants Tiger Moth/texture folder should be sufficient. texture. A19448 includes new fuselage and fuselage_r textures to give the fuselage a more beat up look. You may like to copy this if your repaint is of an older unrestored aircraft.

However, if you do need to make a bump map here is the process.

The bump layers are sources for the bump maps. You will need to use another program to convert these into bump maps which I will explain later. First off, in the bump layers grey 127 is flat. White is a bump and black is a dent. Don't be afraid to use these maximum values as once converted to bump maps they won't look so extreme.

Once you have made your bump maps export them as a 24bit .bmp file. If you are making new WingRightTop or WingRightBottom textures you should also convert them to a negative image. As these two textures are mirrored you need to negative the bump map as well otherwise the bumps will become dents.

Now, to convert this .bmp into a bump map. Here is what you will need (this is the process I used):

The Gimp 2 paint program

and the Normal Map plugin (note it is called a normal map rather than bump map) which is available from this location:

http://nifelheim.dyndns.org/~cocidius/download.php?filename=gimp-normalmap-win32

unzip the download and place normalmap.exe and glew.dll in <your Gimp location>\lib\gimp\2.0\plug-ins\ 

libgdkglext-win32-1.0-0.dll and libgtkglext-win32-1.0-0.dll must placed in <your Gimp location>\bin\ 

I just drag and drop the .bmp onto the gimp icon (the Gimp file handling is atrocious). Select Filters/Map/Normal Map and the plug in window should open. Change the filter type from 4 sample to 5x5 and click OK. Your .bmp should be converted to a bluey mauvey colour. Click on save.

You have now created a bump map but some of the channels are in the wrong place for FSX. Load the .bmp back into your paint program and split the file into red,green and blue components. In paint shop pro this is Image/Split Channel/Split to RGB. You will notice that the red channel contains horizontal information, green contains vertical information and blue is white. For FSX we need to create a .dds file with the horizontal information in the alpha channel, black in the red, vertical information in the green and white in blue.

To do this save the Red channel as a new .bmp and add _a to the end for our new alpha channel. Then, either paint or darken the red channel until it is completely black. Now recombine the red, green and blue channels into a new file and save this as a .bmp. 

Finally load this new bump into DXTBMP and load the new alpha channel. Flip image and alpha and save as a 888-8 32bit .dds (if you use DXT5 there is not enough resolution). I choose not to save the mipmaps for the bump maps. Don't know why. I just do it that way.

As you can see it is a long and complicated process and is why I don't recommend it. 

For more information on using the Gimp to create Bump maps for FSX google "Using The Gimp to create bump maps for FSX Dave Nunez" and you should find Dave's explanation although I have had to make changes to what he says as he doesn't explain splitting into RGB and sorting out the channels.
 
Anthony Lynch
Jan 2010
atrix31@hotmail.com






