July 16, 201312 yr Bit confused with that part. Meaning you already a variety of textures from others you're using? This is correct. I never felt that any single source of texures was the best route to go. Mike Mann
July 16, 201312 yr Commercial Member I never felt that any single source of texures was the best route to go. My thoughts exactly, and those textures/sources are subject to change at any time :smile:
July 17, 201312 yr Sounds like to much hard work to find textures for every part of the world to me It's not even possible with FS9's landclass system to have different sets of textures for different parts of the world. Say you could switch off the ground textures completely, you would then see a wireframe mesh with squares the size of roughly 1 square kilometer each. I don't remember how many different ground textures there are, but let's say there are 100. Each one of the mesh squares then has a number of 1-100 and the corresponding texture is placed on that square. That goes for the whole world in FS9. FSX and P3D on the other hand uses a different method and can display textures relevant for different areas of the world.
July 17, 201312 yr Author It's not even possible with FS9's landclass system to have different sets of textures for different parts of the world. Say you could switch off the ground textures completely, you would then see a wireframe mesh with squares the size of roughly 1 square kilometer each. I don't remember how many different ground textures there are, but let's say there are 100. Each one of the mesh squares then has a number of 1-100 and the corresponding texture is placed on that square. That goes for the whole world in FS9. FSX and P3D on the other hand uses a different method and can display textures relevant for different areas of the world. That's interesting because using GE Pro the USA doesn't look the same as flying over Europe and Europe doesn't look the same as flying over Central/South America. With GE Pro for FS9 no major area of the world looks the same. Asia even looks different than other parts of the world. FS2020 Alienware Aurora R11 10th Gen Intel Core i7 10700F - Windows 11 Home 32GB Ram NVIDIA GeForce RTX 4070 Ti Super OC 16GB - Pimax Crystal Light VR
July 17, 201312 yr The limitation is this: the deserts are the same world wide, the farm fields are the same, the coniferous forests are the same, etc.
July 17, 201312 yr There is only one set of landclass textures in FS9 and of course it looks different because the landclass is different, but the bottom line is that the texture set is the same no matter where in the world you fly. (edit) That's right Jim.
July 17, 201312 yr Author neumanix, on 17 Jul 2013 - 09:25 AM, said: There is only one set of landclass textures in FS9 and of course it looks different because the landclass is different, but the bottom line is that the texture set is the same no matter where in the world you fly. Whatever's going on I want to be clear the whole world doesn't have the same look in FS9 with GE Pro (which is not the case with FS9 default). Even if I fly from the USA to Canada the look is different... Where FSX required multiple packages to cover the world (which still hasn't happened yet) Flight1 with their GE Pro add-on took care of the whole world with one package and for the time it looked amazing (maybe that's the point your raising with one texture set). Either way the world was covered nicely with appropriate looks to regions. Now there's new possibilities to expand on this further... FS2020 Alienware Aurora R11 10th Gen Intel Core i7 10700F - Windows 11 Home 32GB Ram NVIDIA GeForce RTX 4070 Ti Super OC 16GB - Pimax Crystal Light VR
July 17, 201312 yr Dillon, you clearly don't have a clue to how the landclass system works, and I'm getting tired of you promising new possibilities for this and that in FS9. There is not much that can be done to make FS9 look much better than it is today, GEPro textures (and/or a mixture of other textures) and custom landclasses is all there is.
July 17, 201312 yr Author Dillon, you clearly don't have a clue to how the landclass system works, and I'm getting tired of you promising new possibilities for this and that in FS9. There is not much that can be done to make FS9 look much better than it is today, GEPro textures (and/or a mixture of other textures) and custom landclasses is all there is. Peter your coming off very rude. They say I can come off like that at times myself. Let's tone it down and just like me you are not the end all authority on Flight Simulator in what can and can't be done. I don't believe you were on the Aces team and last I'm tired of people saying what can't be done and time and again we prove them wrong... Your basic premise is correct but the ground textures can be made to look better than what we have now. I've been looking at the results for the last couple weeks... FS2020 Alienware Aurora R11 10th Gen Intel Core i7 10700F - Windows 11 Home 32GB Ram NVIDIA GeForce RTX 4070 Ti Super OC 16GB - Pimax Crystal Light VR
July 17, 201312 yr Many said it is impossible, before it was done... Pioneers of Virtual FlightGear Down Please Retrospective Civil Aviation
July 17, 201312 yr Provided that you can customize the texture names called for in the landclass files, you can easily add region-specific textures. Other than that, by default it's just landclass calling something like urbangriddense1.bmp in the USA and urbanchaoticdense1.bmp in Europe. That's why city textures there are different. 7950X3D + 7900 XT + 64 GB + Linux | 4800H + RTX2060 + 32 GB + Linux My add-ons from my FS9/FSX days
July 18, 201312 yr Commercial Member Provided that you can customize the texture names called for in the landclass files, you can easily add region-specific textures. Generally you assign a landclass value and the sim selects the .bmp that gets displayed there based on what it finds in regions.bgl. A landclass value of 130 displays 056b2*.bmp in North America and 056a2*.bmp in Europe for example. (wouldn't it be nice if a landclass value of 56 displayed 056*.bmp? :smile: ) I'm not sure how this works but I know using LWMViewer2 I was able to build a landclass that used photoreal textures in designated spots. It was on a per-square basis however - you had to select each tile and specify a custom .bmp texture to it so it wouldn't lend itself well to modifying large areas globally. As I recall the .bmp had to have the correct filename you'd normally see in an FS9 photoreal, i.e. "001222031313202Su.bmp", etc. Possibly LMViewer2 did nothing but render a small photoscenery for the custom tiles in a separate operation unrelated to the actual landclass, I never did fully check that out. LWMViewer2 is the only landclass tool I've seen that had that capability. Actually there are no differences between North America and Europe with regard to any of the city textures. There are six textures used in the EU region that are unique to EU, all the others are the same as those used in North America. 005a2* non geometric crop 006a2* grassland 008a2* non geometric crop and town 010a2* grass crop shrub 056a2* rock 067a2* rock ice Seven variations and five seasons for each with the exception of 056a2 which has SU and Wi variations only and 067a2 which has only an SU variation. 005a2, 008a2, and 010a2 have night variations. According to the SDK, 006a2 doesn't have a night variation, however there is a set of 006a2LM*.bmps available in default FS9 so either the SDK is wrong or somebody inadvertantly included superfluous LMs for 006a2 in the RTM build. That'd be one for a practical test. In total, there are only 189 unique EU textures. It's all in the FS2004 Terrain SDK, TerrainTextureNames.doc. Jim
July 18, 201312 yr ... Thanks for the explanation. I've never looked into FS9's LC system as I've never needed to modify it before. 7950X3D + 7900 XT + 64 GB + Linux | 4800H + RTX2060 + 32 GB + Linux My add-ons from my FS9/FSX days
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