July 15, 200718 yr I added some code to generate both DXT1 textures with 1 bit alpha channel, as well as DXT3 textures with 4 bit alpha channel. I also added some "awareness" to proxyUser that it might find both DXT1 and DXT3 textures on disk now. They require a slightly different treatment because the compression efficiency differs.For some strange reason, Flight Simulator does no longer seem to "ask" for 512x512 or 1024x1024 textures if it finds a DXT3 compressed texture with an Alpha channel. UPDATE: This happens only on my Vista laptop, on Win XP this works fine.My current water mask is just a dummy. I am yet missing the code to generate a meaningful water mask from NASA data.Christian
July 19, 200718 yr In the thread linked below you'll find a 32 bit Windows TP version for FSX SP1 that understands "DXT3" textures.When these tiles are in 1024 pixel resolution on disk and have metadata attached to them, Tileproxy won't overwrite them (given you fly with the same map source as indicated in the metadata) The problem is, how would you generate the metadata in a third party paint application... Hmmm... You'll find a way - if needed in a hex editor like "frhed" ;-)http://forums.avsim.net/dcboard.php?az=sho...e=&topic_page=1The next step for me would be to generate water blend masks on my own. Could take a few weeks to get there.
July 22, 200718 yr Great thanks Christian, though the link/files above not longer seems to be available. Good luck with the masks.
August 10, 200718 yr I am now generating DXT3 blend masks but I have some problems getting the transition to "deep sea" right.This is what I observe:When alpha = 0 and r,g,b channels are 0, FSX displays the default water class.When alpha = 0 and r,g,b contains texture data, FSX displays a blend of shader water and the texture.When alpha descends from 15 to 0 (4 bit quantization) and r,g,b contains texture data, the texture smoothly transitions into water. However even at alpha = 0, the texture remains visible as described above.So I tried fading (modulating) the r,g,b data to 0 with decreasing alpha. But this looked extremely bizarre. It transitioned into black before the deep FSX water kicked in.How can I get the transition to normal FSX water right? Would I have to blend into some shade of blue instead? Hmm, I am clueless here.
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