Custom Liveries

Demo Livery

To start your custom livery project we recommend to use our demo livery as a reference. In this livery we change the vest on the FE seat as well as attached winglets to the wings.

Installation

Just extract the package into your community folder.

Customization

If you don't want to use the winglets you can simply remove the model folder entirely.

Paintkit

The paintkit is available here. It includes:

  • Layered photoshop file including all exterior texture maps.

  • Substance Painter file for PBR texturing.

  • 3D model for reference in .blend and .fbx format.

Texture Folder

You have to include a texture.cfg with the following content:

[fltsim]
fallback.1 = ..\..\FSS_Boeing_727_200F\texture
fallback.2 = ..\..\..\..\texture\AS530_430
fallback.3 = ..\..\FSS_Boeing_727_200F\texture.exterior\
fallback.4 = ..\..\FSS_Boeing_727_200F\texture.cabin\
fallback.5 = ..\..\FSS_Boeing_727_200F\texture.cargo\
fallback.6 = ..\..\FSS_Boeing_727_200F\texture.cockpit\

Winglets

By default the aircraft doesn't use winglets but you can enable them by linking the corresponding winglet model.

  1. Create a model.YOURLIVERY folder in your project.

  2. Create a model.cfg file inside the new model folder with the following content:

[model.options]
withExterior_showInterior=True
withExterior_showInterior is true
withExterior_showInterior_hideFirstLod=False
withInterior_forceFirstLod=True
withInterior_showExterior=True

[models]
exterior=B727_exterior_winglet.xml
interior=..\..\FSS_Boeing_727_200F\model\B727_interior.xml
  1. Create a B727_exterior_winglet.xml file inside the new model folder with the following content:

<?xml version="1.0" encoding="utf-8" ?>

<ModelInfo>

	<LODS>
		<!-- Highest LOD -->
		<!-- minimum display size in % (should be bounding sphere vertical screen size, sphere will often be slightly larger than you expect) -->
		<!-- default minSize is 0 -->
		<LOD minSize="150" ModelFile="..\..\FSS_Boeing_727_200F\model\B727-200F_Exterior_LOD00.gltf">
			<MergeModel>..\..\FSS_Boeing_727_200F\model\B727-200F_Winglet_B_LOD00.gltf</MergeModel>
			<MergeModel>..\..\FSS_Boeing_727_200F\model\B727-200F_Soundnode_EXT.gltf</MergeModel>
		</LOD>
	</LODS>

	<Behaviors>
		<IncludeBase RelativeFile="..\..\FSS_Boeing_727_200F\model\B727_exterior.xml" />
		
	</Behaviors>

</ModelInfo>

Metal effects

If you want to add either metallic outboard engines or a metallic fuse you have to add certain texture fallbacks to your texture.cfg.

Metallic engine:

[fltsim]
fallback.1 = ..\..\FSS_Boeing_727_200F\texture.metalengine\
fallback.2 = ..\..\FSS_Boeing_727_200F\texture
fallback.3 = ..\..\..\..\texture\AS530_430
fallback.4 = ..\..\FSS_Boeing_727_200F\texture.exterior\
fallback.5 = ..\..\FSS_Boeing_727_200F\texture.cabin\
fallback.6 = ..\..\FSS_Boeing_727_200F\texture.cargo\
fallback.7 = ..\..\FSS_Boeing_727_200F\texture.cockpit\

Metallic fuse:

[fltsim]
fallback.1 = ..\..\FSS_Boeing_727_200F\texture.metalfuse\
fallback.2 = ..\..\FSS_Boeing_727_200F\texture
fallback.3 = ..\..\..\..\texture\AS530_430
fallback.4 = ..\..\FSS_Boeing_727_200F\texture.exterior\
fallback.5 = ..\..\FSS_Boeing_727_200F\texture.cabin\
fallback.6 = ..\..\FSS_Boeing_727_200F\texture.cargo\
fallback.7 = ..\..\FSS_Boeing_727_200F\texture.cockpit\

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