|  
           What 
            can happen when you use/steal a lightmap that wasn't made for your 
            repaint? 
            Here 
            are some examples of what can happen when a repaint uses a lightmap 
            that wasn't made for the specific repaint they were included with. 
          
            
               
                Here you see closed windows shades being illuminated at night 
                by a lightmap taken from some other repaint. 
                 
                Often painters will create their own customized window shade arrangement 
                and make a customized lightmap for it. That's what you're seeing 
                here.  | 
               
                
               | 
             
            
              | Here 
                are more closed windows shades being lit up at night as well as 
                the fuselage being illuminated where a window was plugged on the 
                repaint.  | 
               
                
               | 
             
            
              | 
                 And more 
                  of the same. White fuselages will light up much brighter than 
                  the blue gray of the windows and will stand out like a sore 
                  thumb at night.  
                Why a painter 
                  would want to spend hours on a repaint and then just steal someone 
                  else's lightmap and then not even look at it before uploading 
                  is beyond us, but we've seen quite a few repaints like this 
                  at avsim over the past few months. 
               | 
               
                
               | 
             
           
           
            So, how do you make a lightmap specific for your repaint? 
             
          It's quite easy 
            actually, but one of the reasons we suspect that people may be wary 
            of making lightmaps is because lightmaps also use an alpha channel 
            to turn the landing light splash on the fuselage on or off independent 
            of the rest of the lights or lit windows. Alpha channels can be tricky 
            to work with if you don't understand them, but for making a lightmap 
            (at least using an AIA lightmap paintkit) the alpha has already been 
            taken care of, and you don't have to worry about it at all. 
             
             
          1. 
            Make your repaint. 
            This 
            is just what it sounds like, you're painting the texture that people 
            will see on your airplane. To make the lightmap creation easier, just 
            use the provided window shade arrangement as that is what the lightmap 
            that came with the paintkit was made for. In our example we're going 
            to assume that the airline in question plugged some of the windows 
            on their aircraft. This is quite common in the airline industry. If 
            you were to just take a lightmap from someone else's repaint there's 
            a very good chance that some of your plugged windows are going to 
            be illuminated at night. 
             
            Once you've finished your repaint, save it as a .bmp. You will need 
            this anyway for converting it to the DXT format so that FS can see 
            it, but in the meantime, we'll use it as a background image while 
            making the lightmap. 
           
            2. 
            Open up the lightmap PSD. 
            When 
            you first open up the lightmap, it will be mostly black with windows 
            and landing light beams showing on it: 
           
              
             
           
            In order 
            to be able to see the bmp of your repaint we'll need to reduce the 
            opacity of this. In this example, all the pieces making up the lightmap 
            are contained within a folder/selection set called "lightmap". 
            There's no need to open that set up, just select it and lower the 
            opacity to 40 or 50%.  
            
           
           
            Now you can see the background layer beneath the lightmap. 
             
             
            3. 
            Add your repaint to the background 
            Now, open up your repaint bmp, copy it, and paste it in above the 
            "background" layer: 
            
             
          Your 
            plugged windows are pretty obvious now. They will show up much brighter 
            than the adjacent windows. 
            So, what we need to do is to knock them out. 
            This particular lightmap paintkit already has an empty layer called 
            "Window Knockout". If your paintkit doesn't have one, you 
            can just add a layer above all the layers that make up the lightmap. 
             
             
          4. 
            Knock out those windows! 
            On the "window 
            knockout" layer use the marquee tool and drag a rectangle around 
            the windows that need to be knocked out: 
            
          Now 
            just fill that selection with black: 
            
          That 
            was easy! Now do the same thing to any other windows on your repaint 
            that need to be knocked out: 
            
          If 
            you want, put your name on the lightmap, or the airline repaint you've 
            made it for. This way you can see if someone steals it from your repaint 
            one day. More immediately though, it makes it easy when you're converting 
            to DXT to make sure you've actually loaded the correct lightmap, because 
            lightmaps pretty much all look the same. 
            Just be sure that whatever you add as identification is over the blank 
            areas of the texture, and not across any of the parts that are going 
            to show up on the model. 
          5. 
            Make the lightmap 100% opaque again. 
            This 
            will look almost exactly the same way it did when you started, but 
            the plugged windows on your repaint are now blacked out and won't 
            be lit up at night in FS: 
            
           
             
            6. Save, and save again... 
            If you 
            think you'll need this PSD again, go ahead and save it. But for use 
            in FS, we need to save it in a different format. So, select "Save 
            As", and then select "Targa" or "TGA" as 
            the format. Give it a name you'll remember, and hit "OK". 
            Now here's the most difficult part, you're going to be asked about 
            some saving options: 
            
          You 
            need to choose 32 bit. 32 bit is needed because of the alpha 
            channel we discussed earlier, but that you never saw while making 
            your lightmap. 
             
             
          7. 
            Convert it to DXT 
             Here we've opened 
            the saved targa up in DXTbmp: 
            
          If 
            you put the repaint name on your lightmap as mentioned earlier, make 
            sure you see it here. Our airline name just happens to be "LIGHTMAP 
            1.6", so everything is good. Also, glance up at the upper right 
            where it's displaying the alpha channel and make sure it's there. 
            As long as you see some black and white areas, the alpha channel is 
            OK and you don't need to worry about it. 
             
            Now just save it 
            with the proper name and as Extended Bitmap/DXT3 format, and you're 
            done: 
            
           
            8. Check out your repaint in FS 
            After 
            you've converted your repaint as well to DXT, you can start up FS, 
            and see your repaint with no lit up windows shades or illuminated 
            pieces of fuselage: 
            
          No 
            matter how experienced a painter you are, you should ALWAYS check 
            out your repaint in FS at night to make sure your lightmap is working 
            correctly. Everyone has made a lightmap that didn't work as expected 
            at some point in their painting career.* 
             
            Well, that's all there is to making a lightmap, we hope we've removed 
            some of the unknowns from making a lightmap, and that you'll never 
            glance at someone else's lightmap again and think of just "borrowing" 
            it for your repaint. 
             
            *Like this old Delta Airlines paint. Delta's 
            737-300's don't really have logo lights on the tail. 
             
           |