Paint Shop
Flyberts paint downloads and tips

Paint Shop
How to find your paint.txt and other read me text in Red Baron II
Double click on C:
Double click on Sierra folder
Double click on RedBaron II
There you should see MPPaint.txt, RB2sight.txt, Readme.txt, and ReadmeFM.txt. You will also want to read the Paintme.txt file in your paint folder. This explains how to use palmap to convert your paints for use in RB.
Now you can double click one of the readme.txt to open it. Once open print it out on your printer.
HOW TO USE THE CUSTOM PAINT SCHEMES IN RED BARON 3D MULTIPLAYER
**PART 1
Red Baron 3D gives you the ability to use your own paint schemes in multiplayer
games. The scope of this document is to explain how to
use custom paint schemes with Red Baron 3D Multiplayer. For instructions on how
to create a custom paint scheme
(done from within the Single Player game), see pages 166-169 in the manual, or
see paintme.txt.
Step 1 - Use the Paint Shop option in the single player game to apply a custom
paint scheme to the plane of your choice.
You do not need to modify all components, only those you wish to change. Do not
forget to save your new plane configuration.
Name your configuration something descriptive that you will recognize. In the
following examples, we will name ours CAMEL.
This will save modified bitmaps as well as the plane configuration file in the
RedBaron3D\Paint folder. In our example,
after creating a paint scheme, this folder will now contain several bitmaps
(.bmp files) as well as a file called CAMEL.cfg.
Example below
![]() |
NOTE! By default most computers have hidden files hidden, and won't let you
change a files name Double click on my computer |
Now click on view tab


Make sure that the boxes are checked like the example above
Click OK
Now it should work
* By now you should have in your Paint folder a file called paintcfg.ini and a
subfolder (our example is FTIGERS).
In this subfolder you should have several bitmaps and a config file (our example
is CAMEL.cfg).
Your cfg.ini file should look like this with a little gold seal on it
In properties it should look like this

Not like this

Step 5 - Now it's time to edit your paintcfg.ini file. You will probably need
the information found at the bottom of this document for this.
Here is the format for the file;
-------------------
;all comments must begin with a semicolon and be on a separate line.
;here is a format line followed by the real thing.
<plane type>,<squad id#>,<local/remote plane flag>,<configuration name>,<config
subfolder>
;Our example Camel from the Flying Tigers Squadron
36,13,1,CAMEL,FTIGERS
______________________
Plane type - Each plane type has an ID#. A complete list of flyable planes may
be found in the chart at the end document.
The Sopwith Camel is ID#36.
Squad ID# - This is any number between 1 and 190 to be chosen by you. This will
be your squadron number.
Try to pick a unique number. If everyone chooses the number "1", it may get
inconvenient later as you will see.
Notice in the example we have used "13".
Local/Remote flag - This can be either a 1 or a 0 (zero). Setting this flag to 1
means that this scheme should only be shown on
YOUR plane, not those of others who may be flying the same plane type AND using
the same squadron number.
Using a 0 (zero) in this flag will apply this custom scheme to all planes in the
game who are flying (in our example) a
Sopwith Camel and using squadron 13. This can be handy if you were part of a
group who all wanted the same scheme.
It will also be used in the advanced examples below.
Configuration Name - This is the name of our example plane configuration that we
saved in the paint shop. Our example
is CAMEL.cfg Notice that you do not have to add the .cfg extension, the program
automatically adds that for you when it reads the name.
Config Subfolder - This is the subdirectory where all my bitmaps and CAMEL.cfg
are found. Our example is FTIGERS.
Note: Since the paintcfg.ini file only determines what you will see on your own
computer, keep this in mind when setting the
local/remote flag. Setting it to 1 simply keeps you from seeing another player
from flying your paint scheme if he/she is using the
same plane and squadron #.
Now you are ready to try your custom paint scheme in multiplayer.
Run the Multiplayer game.
<< In Preferences, remember to check the Custom box for Aircraft Textures.>> When you get to the Game Options screen, choose the same type of plane that you painted. In the pick box where you select your aircraft, there is a text box to insert the squadron number. <<Your squadron will tell you what squad ID number has been assigned to them. Or there are a number of art paints as well as historical paitns to be used.>>
Type in your squadron ID number and click "Accept". Upon entering the
simulation, you should see your custom scheme while in any of the
external views, e.g. F5. The forward internal views will NOT reflect your custom
scheme as they are non-customizable bitmaps. In order for other
players in your game to see your custom scheme, they will need to have your
config subfolder and it's contents installed on their computers
in their Paint folders. They will also have to have a line in their paintcfg.ini
files to reflect this. They will need to have the local/remote flag set
to 0 (zero) in order to see your paint scheme. RB3D does not include a utility
to transfer these files to them. You will have to do this on your
own via upload, email, floppy or some other means. Here is a sample of our
example paintcfg.ini file followed by a couple of our friends' files.
; This is our file
; Here is our Flying Tigers Sopwith Camel
36,13,1 (or zero),camel,ftigers
;Here is our friend Bob's custom Fokker DRI
10,95,0 (this must be set to zero or we won't see it),drI,custom
;Here is John's custom Fokker DRI scheme
10,123,0,FokdrI,Johns
; This is Bob's file
; Bob's plane
10,95,1,dri,custom
;John's plane
10,123,0,FokdrI,Johns
;The Flying Tigers custom Camel
36,13,0,camel,ftigers
**PART 2
If you do not want to take the time to create your own paint scheme, you may use
historical squadron paint schemes by doing
the following. First, pick a plane type that you know has a custom paint scheme
in the single player game. A good example
might be the Fokker DRI from Jasta 11. We know that Jasta 11 (The Red Baron's
squadron) had a special paint scheme.
Now look up Jasta 11 in squadid.txt to find the squadron ID# (each squadron has
an ID# assigned by the game). Jasta 11,
for instance, is ID#17. By choosing a Fokker DRI and typing "sq17" in the
aircraft selection dialog, you should be flying a
Fokker DRI with Jasta 11 colors when you enter the sim. Note, if any line in
your paintcfg.ini file uses a Fokker DRI and "17"
as it's squadron number, you will get the paint scheme referred to by the
Paintcfg.ini file, not the DRI from Jasta 11. In other
words, the paintcfg.ini file takes precedence over the standard squadron colors.
THIS TABLE CONTAINS ALL THE INFORMATION YOU NEED TO IDENTIFY AND PAINT THE PLANE
OF YOUR CHOICE.
BY USING THE SAMPLE DATES AND SQUADRONS, YOU CAN CREATE A CAMPAIGN PILOT IN THE
SINGLE PLAYER GAME WHICH
WILL GIVE YOU ACCESS TO THE PLANE YOU WANT. REMEMBER TO CREATE A PILOT WITH HIGH
RANK.
Also, check squadid.txt for a complete list of fighter squadrons and their ID#'s
in RB3D.
GERMAN FLYABLE PLANES
|
PLANE TYPE |
PLANE ID# |
SAMPLE DATE |
SAMPLE SQUAD |
| Fokker EIII |
#0 |
09/01/15 |
Jasta 2 |
| Albatross DII |
#4 |
10/01/16 |
Jasta 2 |
| Halberstadt DII |
#5 |
07/01/16 |
Jasta 2 |
| Albatross DIII |
#6 |
03/01/17 |
Jasta 2 |
| Albatross DVa |
#8 |
08/01/17 |
Jasta 2 |
| Fokker DRI |
#10 |
10/01/17 |
Jasta 2 |
| Pfalz DIII |
#12 |
12/01/17 |
Jasta 10 |
| Fokker DVII |
#15 |
06/01/18 |
Jasta 2 |
| Pfalz DXII |
#16 |
09/01/18 |
Jasta 49 |
ALLIED FLYABLE PLANES
|
PLANE TYPE |
PLANE ID# |
SAMPLE DATE |
SAMPLE SQUAD |
| Morane Bullet |
#19 |
09/01/15 |
Esc 49 |
| Nieuport 11 |
#20 |
03/01/16 |
Esc 49 |
| Nieuport 17 |
#21 |
09/01/16 |
Esc 49 |
| Spad VII |
#23 |
08/01/17 |
Esc 49 |
| Nieuport 24 |
#24 |
02/16/18 |
Esc 100 |
| Spad XIII |
#27 |
05/01/18 |
Esc 49 |
| Nieuport 28 |
#28 |
03/01/18 |
95th Aero |
| Airco DH2 |
#30 |
03/01/16 |
24 |
| Sopwith Pup |
#33 |
11/01/16 |
8 RNAS |
| Sopwith Triplane |
#34 |
03/01/17 |
8 RNAS |
| Sopwith Camel |
#36 |
10/01/17 |
8 RNAS |
| SE5A |
#37 |
05/01/17 |
24 |
If you do create your own paints no one else will be able to see them unless you sent them the folder or you submit it to Flybert and he adds it to the downloadable paints. There are lots of open paint numbers mostly for the odd ball planes like halb monos etc. You can check the text file in Flyberts download to see what planes are open for paints.
Taken in its entirety from Jasta 37 home page with permission.
Formatted and edited for use of JGS4 by JGS4BRUCKS78
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