
The first image (or the only one, as the case may be) will be called ACF file name_paint.png. It will also automatically name them properly. Plane Maker will automatically create one or two image files (depending on whether you used the use second texture check box) in your aircraft’s folder. Special –> Output Texture Map Starting Points Once you get your aircraft’s parts arranged in roughly the positions you want them, close out of the Texture Region Selection window and click Output Texture Map Starting Points from Plane Maker’s Special menu. Note also that you can check the use second texture box, which will force X-Plane to look for a second image for that part of the aircraft. Note that you can (but do not have to) use the same area of the image for both the left and the right side of each part. For now, our biggest concern is making sure that none of these parts overlap one another accidentally. Texture Region selection windowįor now, don’t worry about modifying the positions of anything but the fuselage, wings, and engine nacelles–these are the parts of that plane that will be in the starting-point image that Plane Maker creates for us. Move between each part of the aircraft using the tabs at the top of the window.

In the window that appears (shown in the image below), you can click and drag the flashing red boxes to change which area of the (currently non-existent) image will be used for each part. To begin, open the Expert menu in Plane Maker and click Visual Texture Regions. From that data, we will have Plane Maker create a PNG file that will serve as our starting point. We will begin by setting up the approximate placement of our aircraft’s parts in the image which we will create. In order to understand how the textures are applied, we will look at the example aircraft found here: Bonanza_A36_painted.zip Creating a Starting Point For this tutorial, we will apply a very simple (and ugly) paint scheme to our example aircraft.


Plane Maker can be used to overlay a 2-D image on a 3-D aircraft model.
