June 2, 200719 yr I am trying to do repaints using DXTBmp + Photoshop. I am opening with DXT and transferring to editor (photoshop), doing my job and then saving out; reloading altered image and then saving from DXT. I am trying to get Logos for emblems etc. When I open a separate file (JPG/BMP) then copy/paste within photoshop everything is fine and I get a nice clear, sharp image. I then save out and reload with DXT (reload edited image) and again picture is fine and clear. But when I load in FSX it comes out as blurry and undefined!As an example only say I want to use a picture of Shania Twain.Can anyone advise what I am doing wrong?
June 2, 200719 yr Sounds like the common problem with mip mapping. When saving inside DXTBmp untick the box "Include when saving" on the right. ---------------------------------------------------------------------------
June 2, 200719 yr Are you saving out of DXTbmp using DDS DXT5 WITH MIPS?This is the default FSX SimObject's texture file format.Here's what Martin Wright states]:"Things you probably need to know about editing FS textures. By default they are usually in DXT1 or DXT3 format. However both these compressed formats are "lossy" so repeated editing back and forth will soon result in a graphical mess. The first step is usually to convert to 32 bit. You can then edit as much as you like without degrading the image . You can either use the Extended 32 bit version in FS or convert a copy to DXT format for actual flying. The drawback with 32 bit is the filesize (4 or 8 times the size of the equivalent DXT) and performance (DXT formats are optimised DirectX formats and are stored and displayed using the Graphics card built-in DXT hardware). The normal procedure recommended with my FS tools is to load in the original texture, save out as 32 bit Targa or 32 bit Extended and then do all your editing using this 32 bit version. When you want to try the texture in FS load in the 32 bit version and save out an Extended DXT version. For any further editing load the 32 bit version again. Of course if you decide to work with 32 bit Extended then all the editing can be done directly on the FS texture itself."DDS files for use in FSX MUST be saved WITH MIPMAPS (MIPS)Here's what Martin writes:"Most important thing is to include mipmaps. FSX won`t display aircraft DDS textures unless they contain mips.This may upset a lot of repainters as they have spent the last couple of years removing mipmaps to improve appearance." -- Martin Wright, author of DXTbmpConversely, for FS2004, save WITH NO MIPS[/b
June 3, 200719 yr Huge and many thanks to both of you.. Really appreciated!I was a little confused by the mipmap business as mentioned by the Author of DXTBmp 'cos when I (now) save out of DXT with no mipmap the aircraft shows up better in FSX than before yet he says don't! Hey Ho!But once again thanks - answers have definitely solved problem.:-jumpy :-newbie
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