Here are is a advanced tutorial on how to paint planes for use in Red Baron. These
notes are correct to the best of my knowledge, but I warn you, I have had no
formal training regarding computer programming and this information has
been learnt from simply testing and mucking around by me !!
There is a more basic set of notes in a text file called 'mpPaint' located in the
Sierra/RedBaron folder that you can read.
NOTE: Due to the way the multiplayer game servers work (The game is played on
each players PC and only the information needed for plane location and to
register bullet, bomb etc hits is transferred), For other players to see your
scheme, they will have to have a copy of all the files used on their PC aswell.
BASIC OVERVIEW ON CREATING YOUR OWN SCHEME
Red Baron gives you the option of being able to create your own paint schemes for
and use them in both the Single Player and Multiplayer games. To do this you
need to do a number of things.
1) Have the modified BMP (Bit-Map) files that are used to cover the 3D skeleton of
the plane, located in a sub-folder in the Sierra/RedBaron/Paint directory.
2) Have the planes .CFG file that is used to tell the game which BMP files to use to
cover each part of the skeleton, located in the same sub-folder in the
Sierra/RedBaron/Paint directory.
This file will be created by the game when you save your new scheme via the Red
Baron Paint Shop.
3) Have a .INI filed called 'Paintcfg' located in the Sierra/RedBaron/Paint
directory, with a line of code in it that tells the game where to find your new
scheme, which squad ID number is used to 'activate' it, and which plane to use it
on during the game.
This may sound confusing and very 'technical' to start with, but its very easy to do
and will be very worth it in the end !! STEP ONE : WHAT YOU WILL NEED TO PAINT A PLANE
You will need the BMP (bit-map) files for the aircraft you wish to paint, and a
graphic editing program (eg. Paint Shop Pro). To get the BMP files, you can
'export' them via the paint shop in the single player game, or download the
original parts zip from my Parts Bin page.
STEP TWO : FILE & FOLDER NAMES
After getting the BMP files you need, re-name them. It is very important that the
names you use are not the same as any-other BMP files that other custom
schemes use. If they are, you will see your modified BMP files on the players
plane that is using the files with the same name, and the other player will see
their modified parts on your plane.
The BMP files must be no longer than 8 characters long. My suggestion would be
to use 2 of the spaces to identify which plane they belong to, 2 to identify which
part it is and the other 4 to identify that its yours.
For the rest of this document, were going to be painting a Sopwith Snipe, so to
identify that it is a Snipe, I'm going to use the code 'SS'.
The Snipe is made up from 9 BMP files, the common codes for these parts used are
as follows:
UWT = Upper Wing Top
UWB = Upper Wing Bottom
LWT = Lower Wing Top
LWB = Lower Wing Bottom
ELT = Elevator Top
ELB = Elevator Bottom
FUS = Fuselage
RUD = Rudder
ALL BMP FILES USED ON A SOPWITH SNIPE
Not all planes have 9 parts, the Triplanes obviously have more wing parts, the
Mono's obviously less, and not every plane has separate BMP's for the top and
bottom of the elevators.
To continue with our Snipe names, I'm going to drop the middle letter from the
above codes for the 2 letters to identify each part. For the last 4 characters, I'm
going to use 'gump', as I haven't seen another pilot using that nic name in the
multiplayer games, I'm fairly sure it wont clash with anyone else's paint files.
So the full name for each Snipe part will look like this:
'gumpSSut' for the Sopwith Snipes Upper Wing Top
'gumpSSub' for the Sopwith Snipes Upper Wing Bottom
'gumpSSlt' for the Sopwith Snipes Lower Wing Top
....and so on....till I have named all the parts in this way.
Now you need to work out a name for your planes CFG file (the file that is created
when you save your new scheme in the Red Baron Paint Shop, more on that later)
Again, use a name that identifies the plane it relates to and that it is your's.
This also has to be no longer than 8 characters long.
For my Snipe, I'll use 'gumpsnpe'
The last name we need is the one for the folder that the BMP and .cfg file will be
stored in. I'll simply call it 'Gumps'
To sum up, we now have the following:
BMP File names : gumpSSut, gumpSSub, gumpSSlt, etc etc
A plane CFG File name : gumpsnpe
Storage Folder Name : Gumps
STEP THREE : MODIFYING THE BMP FILES
To modify the BMP files, use your graphic editor to open the BMP file and paint it
however you want. It is advisable not to alter the shape of the BMP unless you feel
that it will still look good when seen in the game.
HINTS AND THINGS TO WATCH OUT FOR:
1) Look at some of the BMP files that other people have modified to get ideas. You
have to add your own 'texture' to the plane to make it look right (eg to get the wing
spars to look real and the fabric to look right)
2) The game 'mirrors' the Fuselage and Rudder BMP's to paint both sides of the
plane. So numbers, letters and logos will be show back to front on one side on the
plane.
3) The game can only use a certain number of pre-defined colors. Either only use
the color palette that comes with the BMP files, or get the expanded palettes from
Flyberts website. If you do use colors that are not on the palettes, there is a DOS
based program that comes with the game that will convert each BMP back to the
correct colors for you. It's located in the Sierra/RedBaron/Paint directory and is
called 'palmap'. For information on using this program, see the 'Paintme' text
file also located in the Sierra/RedBaron/Paint directory.
Remember, if you don't use any extra colors that are not in the original palette or
the expanded ones, you will not have to do this !!
4) Watch out for 'stretching' on the fuselages. Since the fuselage BMP files wrap
around the 3D skeleton, the game will take a row of pixels from the fuse BMP and
use that one row (whatever color it is), and stretch it around either the top or
bottom of the fuselage. For example, you may put a large letter 'A' on your fuse,
but when it is put over the 3D fuselage skeleton, only the bottom half the 'A' may
look normal, with the top half stretched over the whole top of the fuse.
This 'bug' does not affect all planes, by looking at the way the BMP file is
originally painted, you can usually tell if it will stretch or not.
AREA OF FUSELAGE BMP'S THAT MAY STRETCH
5) All of the BMP files have 'Invisible' areas. The black background color around
the outside of each BMP and the Cockpit on the fuselages are the most common.
Make sure these areas stay colored with an invisible color. This means the color
must have no 'RGB' values at all. The colors you should stick with are the BLACK
and PINK colors on the palette that have no RGB values.
When you get more comfortable with modifying the BMP's, you can change the
shape of them by using the invisible black color to 'rub' out certain areas or by
adding colors to the invisible areas. One of the best examples I have seen of this
was done on a Fokker Dr1 to make the wings look like 'bat' wings.
EXAMPLE OF INVISIBLE AREAS ON BMP FILES
6) If you color the nose cone on some of the planes all the way up to the left hand
edge of it of the BMP, that color will be stretched across the the front of the plane
where normally the 'grill' or engine would be showing. To stop this from making
the plane look funny, simply use a dark grey or black color on the last column of
pixels. Only one type plane I know of actually has a 'proper' grill showing, the
Spad 7 & 13, so this doesn't affect these planes.
EXAMPLE OF HOW TO PREVENT NOSE COLOR STRETCH
The main trick when painting your planes is to get used to how the BMP files look
when you paint them compared to how they actually turn out in the game.
STEP FOUR: SETTING UP THE FILES
Ok, now we have the BMP files modified, we can apply them to the plane, make
the plane .CFG file and put them in the right folder.
1) Make sure all your modified BMP files are in the Sierra/RedBaron/Paint
folder, then start up the Single Player game and choose a pilot which has the rank
to modify paints and the correct plane available. The rank you need is the highest
one available when you choose a new pilot. To be able to access the right plane,
see the list at the bottom of this section for the right service, enlistment date and
squadron for each plane type.
2) Go into the Paint Shop and select the plane (Sopwith Snipe in this case).
3) Choose which plane part you wish to change and click the 'Import' button.
This will bring up the list of the BMP files that you modified and put into the
Sierra/RedBaron/Paint folder. Choose the correct part from your BMP files to
replace the one you want and click 'Select'. Then to make sure it is put on the
plane, click 'Apply'
NOTE: If you receive the error message "BMP file mostly invisible, cannot open
file' don't despair. This is a 'bug' in the game and you can get around it. Simply
use another BMP file of the same part that does work (eg a solid colored wheel
instead of a spoked one), with the same name that your modified part uses and
apply it to the plane. Then when you come to put your parts in your schemes
sub-folder, put the modified part in it instead of the part you used to apply to the
plane (eg put the spoked wheel in it instead of the solid wheel). This usually
happens to spoked wheels and some rudders.
4) Once you have changed all the original parts to the ones you have modified,
click on the 'Save' button. When you do this, the game will create your planes .cfg
file and place it in the Sierra/RedBaron/Paint folder next to your BMP files.
So here I type in the name that I chose before for my file : 'gumpsnpe'
5) Exit the game and access the Sierra/RedBaron/Paint folder. Here we create the
sub-folder that is used to store the BMP files and gumpsnpe.cfg file. For my
schemes, I chose the folder name 'Gumps'. Once you create your folder, place the
BMP files and the plane .cfg file (gumpsnpe.cfg) into it.
PILOT LOGS FOR EACH PLANE TYPE ( ALSO SEE THE ALL PLANES PATCH ON THE ADD-ON PAGE )
PLANE
ENLISTMENT DATE
SQUAD
SERVICE
Morane Bullet & Neuport 11
March 1 - 1916
1
British
Arco DH2
March 1 - 1916
24
British
Neuport 17 & Spad 7
March 1 - 1917
Esc 84
French
Neuport 24 & Spad 13
November 1 - 1918
Esc 95
French
Neuport 28
March 1 - 1918
95 Areo
American
Sopwith Pup
January 1 - 1917
8 RNAS
British
Sopwith Triplane
September 1 - 1917
1 RNAS
British
Sopwith Camel & Snipe
November 1 - 1918
208
British
Se5a
February 1 - 1918
56
British
Albatros D2
February 1 - 1917
Jasta 10
German
Albatros D3
August 1 - 1917
Jasta 10
German
Alb Dva & Fkr Dr1 & Pfalz D3
March 1 - 1918
Jasta 5
German
Fokker E3
September 1 - 1916
Jasta 10
German
Fokker D7
November 1 - 1918
Jasta 7
German
Pfalz D12
September 1 - 1918
Jasta 58
German
Halberstadt D2
September 1 - 1916
Jasta 7
German
STEP FIVE : WRITING THE PAINTcfg CODE LINES
If you don't yet have one, create a .INI file in your Sierra/RedBaron/Paint folder
called 'Paintcfg'. The code lines which has to go in here will look this this:
40,7,0,gumpsnpe,Gumps
1) The first number, '40', is the ID number that the game uses for the Sopwith
Snipe. A full list of these numbers is included at the bottom of this section.
2) The second number, '7', is the number, which, when typed into the 'Squad ID'
box during a multiplayer game when you chose a plane, activates the paints. This
number can be anywhere between 1 and 190. *SEE NOTE BELOW*
3) The third number, '0', is the flag that tells the game to either just show the
paints on your PC, or on everyones PC in the multiplayer game.
'0' = All PC's
'1' = Your PC only
REMEMBER, Everyone has to have the files on their PC to see the paints !!!
4) The fourth entry, 'gumpsnpe' is the name I gave to the plane .CFG file
5) The Fith entry, 'Gumps', is the name of the folder I chose to store my BMP and
gumpsnpe.cfg files in.
6) If you want to add a description to the cfg lines in the paintcfg file, start any
comments with the ';' (semi-colon) symbol. Example :
; My Sopwith Snipe 40,7,0,gumpsnpe,Gumps
*SQUAD ID NUMBER NOTE*
Most of these numbers are already in use if you have the Squad/Custom paints
and paintcfg file from Flyberts site. You can, however, use any number you like
(nobody 'owns' them). If the number is already in use, you will see your paints on
all the same planes using the same Squad ID number as you.
If you use a 'taken' number, you will need to delete the cfg lines that are in
Flyberts paintcfg file that also use this number, for that particular plane, for
your paints to work correctly. Remember too that all the other players in the
game will see the paints that have been assigned to that number by Flyberts
paintcfg file if they have them installed.