Panel Textures


General


This article describes X-Plane 10’s panel system, and its options for texturing and lighting panels and instruments.

Definitions

panel is a rectangular image containing a collection of individual  instruments as well as a  panel background that shows behind them.  X-Plane aircraft contain two panels, both of which are optional:

The 2-d panel typically looks like a 2-d photograph of an aircraft, with transparent front windows and instruments below them; the 3-d panel is typically a tightly packed collection of instruments that need to be used as a texture atlas for the 3-d cockpit.

If your aircraft shows the 3-d cockpit even in 2-d viewing modes, you do not need to include a 2-d panel.  If your aircraft does not have a 3-d cockpit, you do not need to include a 3-d panel.  All aircraft should have at least one panel.*

Panels are saved as part of the .acf file format, and are edited via Plane-Maker’s panel editor screen.  The locations and choices of instruments live inside the .acf format, but textures used to customize the panel are saved as .png files in your aircraft’s folder.

Instruments come in two flavors:

Panel Texturing and Layout

A panel consists of the following textures, in this order from “back” to “front”.

There are some inherent limitations in this texturing system:

Texture File Names and File Locations

X-Plane looks for any texture (instrument background, instrument overlay, panel background, or for 2-d panel lighting map) in three possible places:

You can share instrument and overlay textures between the 2-d and 3-d panel; if X-Plane cannot find an instrument texture for the 3-d panel in cockpit_3d, it will look in your aircraft’s cockpit folder.  The panel background cannot be shared, and the panel lighting map is 2-d only.

The panel background lives at this path:

Pre-defined instrument paths vary by instrument, but will match the hierarchy you see in Plane-Maker.   Tip: Control-P in the panel editor will copy the default X-Plane background and overlay textures for the selected instrument into your cockpit or cockpit_3d folder if they do not exist.  You can then simply edit the .png files in photoshop.

Generic instruments have their texture names selected in the panel editor; they must be located within either:

You can make sub-folders within your cockpit/generic and cockpit_3d/generic folders to organize your textures.

Panel Lighting

Panel lighting can be broken down into two types of lighting:

Emissive Lighting

Emissive lighting can be applied to any instrument overlay texture; precisely how this is done depends on the lighting mode of the instrument.  The instrument’s lighting mode is set in Plane-Maker and can be set for each instrument.

Predefined Instruments: parts of predefined instruments (like the numbers on a radio stack may automatically be emissive; for the rest of the instrument, there are two lighting mode choices.

Generic Instruments: generic instruments never emit light automatically; you always set their lighting options via the lighting mode property in Plane-Maker’s panel editor. There are a number of choices for generic instruments:

TODO: ref generic instrument specific docs.

An instrument overlay _LIT texture is only used in mechanical and additive lighting modes, and in both cases it  adds lighting to your instrument overlay.  For this reason you should  not have an alpha channel on your _LIT instrument overlays.  Simply stage the lit texture on a black background.

When using a regular generic instrument overlays in glass mode,  always pick “Glass (Translucent)” or “Glass (Translucent, Auto Adjust)”; set up your overlay texture with a black background and X-Plane will add light.  Do not include an alpha channel.

2-d Panel External Lighting

The 2-d panel can be externally lit using the panel background lighting maps.  The three lighting map layers (-2, -3, -4) follow the panel brightness rheostats 1, 2 and 3; panel brightness rheostat 0 acts as a global fill light with no shape.  All four light sources can have their RGB color set in Plane-Maker’s “Viewpoint” screen under the “Int Lights” tab.

These overlays have a few limitations:

Another option for external lighting is to simply “draw” the lighting into instrument lighting onto overlays, using emissive lighting to create fake external lighting.  (This technique can work in 2-d for specific small parts of the panel but may not be practical for complicated 2-d panels.)

3-d Panel External Lighting

External lighting in 3-d is provided through 3-d mechanisms: global spill lights attached to objects or set up in Plane-Maker.  For the most part, you should not try to add external lighting to your 3-d panel.

(Like in the 2-d panel case, you can choose to use emissive lighting on overlays to “bake” lighting effects directly into the panel; this can be effective some cases but hard to manage in others.)