August 17, 200223 yr Commercial Member I've been experimenting tonight with ground poly textures in Aiport 2.6/154. They seem to work fine, but only with certain texture formats. Is it possible to use DXT3 textures with ground polys? I know I can export directly from gmax to FS2002 and, with some editing of the asm code first, get good groundwork. But I'd like to use the API/placement conveniences in Airport. Am I missing something? 'Cause it seems as though my polys can only have DXT1 textures, and no larger than 256x256. Is that right?thanks,Bill Womack Bill Womack ------------------------------------------------------------------------------------------------------------------------------------------------------ Visit my FS Blog or follow me on Twitter (username: bwomack). Intel i7-950 OC to 4GHz | 6GB DDR3 RAM | Nvidia GTX460 1gb | 2x 120GB SSDs | Windows 7 Ultimate 64Bit
August 17, 200223 yr Commercial Member You should be able to use larger textures and also using only format that FS supports. But I am not sure if Airport can give you a preview of all these formats in the program. After makeing the BGL it should work fine in FS.ArnoMember Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a] Arno If the world should blow itself up, the last audible voice would be that of an expert saying it can't be done. FSDeveloper.com | Former Microsoft FS MVP | Blog
August 17, 200223 yr That's right. Just because you can't view a texture in AFW doesn't mean you can't use it in FS. The best approach is probably to do your design with a simple 256x256 plain bitmap image of the texture, and then substitute your preferred 512x512 DXT3, with the same filename, at FS runtime. FS shouldn't be in the least bit worried, which is exactly why it requires texture-map coordinates on a 256x256 basis for any texture, whatever its physical size (and the newer DirectX-friendly commands use a floating point fraction of the full texture size for the same reason).By the way, why do you want to use DXT3 anyway - presumably you are trying to blend a semi-transparent texture over the underlying ground?CheersGerrish
August 17, 200223 yr Author Commercial Member Thanks Gerrish (and thanks for the trees!). Yes, I mentioned DXT3 because I want to do some alpha blending of my ground poly textures.-Bill Bill Womack ------------------------------------------------------------------------------------------------------------------------------------------------------ Visit my FS Blog or follow me on Twitter (username: bwomack). Intel i7-950 OC to 4GHz | 6GB DDR3 RAM | Nvidia GTX460 1gb | 2x 120GB SSDs | Windows 7 Ultimate 64Bit
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