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Quick question about AFW ground poly textures

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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

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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.Arno


Member Netherlands 2000 Scenery Team[a href=http://home.wanadoo.nl/arno.gerretsen]http://home.wanadoo.nl/arno.gerretsen/banner.jpg[/a]

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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

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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

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