Can't see you pics at work. And, I can't put any in until tonight.
So,
1. You need to paint a,b,c,d,e,f,e,l,m,r,t, and, u panels if skin has them. You don't need to paint x,y,z. Paint an primary skin (plane 00) in 24-bit (16 million colors), merge a layers into one like 8-bit, but do not reduce colors. Save as BMP. Then reduce and save 8-bit. You need one painted tex panel each bmp and pcx for the first skin. Note, the transparant areas that mast the tail wheels, radio masts etc(pink on the Spit9, orange on most of the Hurries, etc.) should be changed to black on
all the 24-bit textures.
2.Paint tex panels for the next skins 01-15. Rename then like this PSP2A01ax.bmp, PSP2A01cx.bmp... I paint the "u" just in case in future we can assign real pilots to different squadron slots. It most likely isn't need but, you never know what the Code Group will work into future exes. I repeat the transparant areas need to be repainted black.
3. Paint one tex panel any color you want and reproduce one for every color panel in the skin. There is no need to paint a mono skin for each texture just rename copies. Save them in in pcx format. So you have PSP2A01ax.bmp (full color) and PSP2A01ax.pcx (monochrome) etc.
4. Repeat for planes slots 01-15. Then copy and rename the tra.pcx for each plane.
ex. PSP2A01tra.pcx. Note since spinners are usually on the tex.pcx you can paint individual hubs at this point if you include the XXtra.pxc.
5. Paint a mono color PSP2A01mra.pcx for each skin.
6. Using a text based hex editor (
http://www.sandbaggereaw.com/CORD/files/addon/3dz2bmp.exe )* repoint the 3dzs to the new skin. ex. change the line PSP2Aaex.pcx to PSP2A01ax.pcx and save as PSP2A01a.3dz. Just leave the editor open and change panel number ansd save for each following skin. *when Talley-Ho comes back up
7. Cockpits and shadows will be drawn from the first skin so no need to paint them.
Finished 24-bit squadrons will be 6-7 megs each, 8-bit versions 2-3 megs.
Iron MIke, August 2009