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To Elrond and others about water textures converter

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Hi Jorge,I'm a bit confused on your description... The way my converter works is this:Any texture can be converted to have true FS water as long as that texture also has as its twin an alpha mask with some pixels colored black (RGB: 0,0,0). Any of the black colored pixels in the alpha mask will show up as true FS water once run through the tool. It doesn't mater what the base texture has on it, be that ocean, trees or what have you.I don't understand what you're trying to do with the sample texture you show above. The only thing that determines the color of water in any part of the world is Flight Simulator itself (when using the "alpha" method that my tool supports that is). In simplistic terms, all my tool does it "punch out" the parts of the texture that you want the underlying FS water to show through on - like a cookie cutter. If parts of the texture are punched out from an alpha mask, that area becomes true FS water and is landable, etc.Hope that helps,http://members.rogers.com/eelvish/elrondlogo.gifhttp://members.rogers.com/eelvish/flyurl.gif

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Elrond,Jorge wants to get brown coloured alpha textures.With 1bit, that is not possible. But if You have DXT3, DTX5 and You can use 4bits. If it is possible to use 1bit for alpha and the remained 3bits for Your colour? Can that work?Are there not bright blue lagoons working with alpha in FS?Is there a later resampler than 'Resample Tool_095Beta.zip' from 12.11.01??in forun I only find this links:http://www.simuvuelo.org/pags06/tutorial.htmhttp://members.rogers.com/eelvish/ResampleTools_095Beta.zipI can not import INF including 'withseasons'. 'Coordinates' Converters are not workingIs 'withseasons' only working in commandline?Peter

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Hi Peter,Ah, I understand now.Jorge: In that case, you're pretty much in unexplored territory. I ran a few test cases with alpha running the full gamut from 0 to 255, and in my cases it didn't work using either DXT3 or DXT5. I too wished at one point to make my scenery have gradual transition from land to sea (as its Fly! version beautifully supports), but FS doesn't seem to support anything but 1bit alpha for ground textures (meaning they have to be either fully transparent or fully opaque) - at least using the PhotoReal methods we talk about here. Its one of the main reasons I left my own scenery project for the Toronto area unfinished (but my old group may still be working on it).If you do more experimentation and somehow have success, I'm sure many here would be overjoyed to hear it. I don't think its possible however.Pit: as for Resample Tools, as I stated just after its release, I wasn't sure if I'd complete that tool since it ended up overlapping the exact functionality that the free version of TerraBuilder handles. So, 0.95 Beta is indeed the last version I worked on. I do believe, however, that Misho is adding functionality not just for alpha transparent water, but different seasons in the next build of TerraBuilder.If it ends up that Misho has more unfortunate delays due to his father or life in general, I'll revisit Resample Tools to add the functionality that was originally planned for it. It sounds like Misho's dad is on the way to recovery thank God and he seems to be back at work on TB, so I don't think that'll be necessary.Take care,http://members.rogers.com/eelvish/elrondlogo.gifhttp://members.rogers.com/eelvish/flyurl.gif

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Jorge_PadThanks Elrond and Peter, this message is to boths:I want to make water to unuasual texture to water. That

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Yes I am back at TB and it is going well. Did a lot of work last night and fixed bunch of bugs.

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Hi Jorge,It doesn't matter how many bits are in the main image. What you are wanting to fiddle with is the bits in the separate alpha image. All alpha images must be in 8bit format (well, actually, the alpha textures can be in 24bit format, but my tool will convert them down to 8bit before using them - so its always better to have the alpha textures in 8bit to begin with), but what those 8bits are is what makes up the transparency with DXT1 to DXT5 textures.DXT1 textures only support 1 bit of alpha giving you 2 levels of transparency (on and off) and five bits red, green and blue each: thats why you have to use solid Black (RGB: 0,0,0) for water areas, and solid White (RGB: 255,255,255) for non-water areas in your separate alpha image.DXT3 textures support up to 4 bits of alpha giving you 16 levels of transparency and four bits of red, green and blue each: you can use up to sixteen different grayscale levels to specify how transparent your texture will become.DXT5 textures support up to 8 bits of alpha giving you 256 levels of transparency and eight bits of red, green and blue each: you can use the full gamut of grayscales from Black (RGB: 0,0,0) to White (RGB: 255, 255, 255) to specify how transparent your texture will become.As stated above, however, I've tried using alpha bitmaps with DXT3 and DXT5 that contain either 16 shades or the full 256 shades of grayscale: in all cases, none of them worked. FS doesn't seem to like DXT3 and DXT5 for ground textures - my results didn't show the textures at all, simply gray blank areas.Again, I didn't do extensive testing however. If you do try DXT3 and DXT5 and it works, I'm sure many here would be overjoyed to hear it. Just make sure you are creating separate 8bit alpha bitmaps, not trying to change the main texture somehow. Thats what my converter is generally for: combining main texture slices with alpha texture slices to create DXT or Extended textures that FS likes - complete with water transparency. It can, of course, convert just main textures (without alpha pairs) to those formats as well.Good luck,http://members.rogers.com/eelvish/elrondlogo.gifhttp://members.rogers.com/eelvish/flyurl.gif

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Jorge_PadMany thanks Elrond for your class about alpha textures.I

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