July 12, 200223 yr Hi allI to am plagued by this texture, as many I suspect, as it seems to form the base for most of the Ms airfield's.Lennart, all your files (0062b)have a two letter/number after.I suspect seasonal and various degrees of light/dark. I realise we await the SDK, but soon please!!!!hope someone can help me and othersKind RegardsDave
July 12, 200223 yr Hello again Dave!The ground texture naming system is Microsoft's, not Lennart's. Lennarts replacement textures have to use the same system in order to be recognised.The three digits, such as 006, are the number of the 'texture set'. The 'b2' indicates the region of the world - 'b2' is actually the default region used for all areas that don't have a more specific one.But the background to the majority of Microsoft's airfields (the ones with grass, at least) is landclass 128, which maps to the 128b2 texture set. To explain in more detail:-[ul][li]The default texture cover of the terrain mesh is determined by 'landclass' numbers, which range from 001 to 142. The landclasses are mapped to the numbered ground texture sets by a lookup table contained in the lclookup.bgl. This mapping is quite subtle, and the same landclass number can use different texture sets for different types of terrain (flat/sloping) and in different regions of the world.[/li][li]The 'background' to the default airfields is created by 'decal scenery' applied over the top of the default ground textures. The textures used for this decal scenery are listed in the file terraintextures.cfg. Most of the entries in this file use named textures, but the entries for the airfield decals use landclass numbers instead.[/li][/ul]CheersGerrish
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