Jump to content

Search the Community

Showing results for tags 'sunset textures'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • New Member Forums
    • Welcome New Members!
    • Help Using the AVSIM Forums
    • Help Creating an AVSIM Account and Logging on to AVSIM
  • AVSIM Fixed Based Operations (FBO)!
    • Hangar Chat
    • Flight Planning
    • Virtual Reality (VR) Hardware and Games
    • Letters to the Editorial Staff of AVSIM
    • All About Us
    • Crash To Desktop (CTD) Forum
    • The Bargain Hunter's Shack
    • Classified Ads | Want Ads | Swap Meet
    • AVSIM's Round the World Race Forum
    • AVSIM Reviews Feedback
    • The File Library General Forum
    • Flight Sim & Aviation User Stories
    • In Memoriam of Tom Allensworth
    • In Memoriam
  • Microsoft Flight Simulator Forums
    • Microsoft Flight Simulator (2020)
    • MS FSX | FSX-SE Forum
    • The Microsoft Flight (2012) Forum
    • The FS2004 (FS9) Forum
    • Flight Simulator Tips and Tricks
    • Shared Cockpits | Multi-Player Forum for FSX | FSX-SE | P3D
    • MS FSX | FSX=SE | P3D Simconnect Forum
    • FSX | P3D Missions Forum - How To
    • FSX/FSX-SE Aircraft and Panel Design Forum - How To
    • FSX | FSX-SE Scenery Design Forum - How To
    • The Paint Shop - The Aircraft Painter's Forum - How To
    • Mesh Scenery Design - How To
    • TTools for MSFS Forum
    • Add On Developer's Forum
    • DX-10 Discussions, Hints and Help
  • The Prepar3D Forums
    • The Prepar3d Forum
    • Prepar3D Tips, Tricks and How To's
  • The X-Plane Forums
    • The X-Plane General Discussions Forum
    • X-Plane Tips and Tricks
  • The IPACS Aerofly Forums
    • IPACS AeroFly FS2
  • Helicopter and Rotor Head Forum
    • Rotor Head Archive
    • Rotary Winged & Helicopter Flying
  • Simulator Screen Shots, Real Aviation Photos, & Videos
    • The AVSIM Screen Shots Forum
    • Real Aviation Photos
    • Aviation and Flight Sim Video Forum
  • Hardware & Operating Systems Discussions
    • WIN11 OS Forum
    • WIN10 OS Forum
    • WIN8 OS Forum
    • The Win7 OS Forum
    • System Hardware: PC | MOBO | RAM | CPU | HDD | SSD | PSU etc
    • Video Hardware: Monitors | Multi-Monitors | Video Cards | Drivers etc
    • Hardware Controllers: Joysticks/Yokes | Throttle Quads | Rudder Pedals | Drivers etc
    • Networks | WIFI | Routers | Ethernet | DSL | Cable Modems
  • Commercial Support Forums (Hosted by AVSIM)
    • FS2Crew Support Forum
    • Mindstar Aviation Support Forum
    • The RealityXP Support Forum
    • The Official DX10 Scenery Fixer Support Forum
    • The Multi-Crew Experience (MCE) Support Forum
    • Lorby-SI Support Forum
    • Pilot2ATC Users Forum
    • The Carenado Support Forum
    • The Alabeo Support Forum
    • Aviasoft Remote CDU for Phone / Tablet Official Support Forum
    • Airline2Sim Support Forum
    • SX Airport Design Forum
    • SimSettingsManager Official Support Forum
    • simFDR General Support Forum
    • Blue Sky Star Simulations Support Forum
    • Capt. PERO Support Forum
    • Flysimware Forum
    • Mid-Atlantic Air Museum Simulations Support
    • FSReborn Series Support Forum
    • Desk Pilot - Shared Cockpits
    • PhotoSim Labs - Bahamas sceneries
    • Fulcrum Simulator Controls
    • The PILOT'S Support Forum
    • Stick and Rudder Studios
    • Honeycomb Aeronautical
    • SimFly Pad Support Forum
  • User-to-User Support Forums
  • Freeware Support Forums
  • Virtual Airlines News and Discussion
  • Home Cockpit Builders
  • Other Civil Aviation Simulators
  • International Language Forums
  • Other Forums

Categories

  • Articles
  • AVSIM News
  • File Library News
  • AVSIM Reviews
    • Hardware
    • Aircraft
    • Scenery
  • Product Announcements & Press Releases
  • What's New @ AVSIM
  • Interviews
  • AVSIM Editorials
  • Guest Editorials
  • Obituaries

Blogs

  • Tom Allensworth's Blog
  • Gaiiden's Scroll
  • Brandon's Blog
  • Jess B's X-plane blog thingy
  • Tom_Test's Blog
  • Alpha Floor's Logbook
  • GolfPilot
  • adi518's Blog
  • Chase's Blog
  • The Big Tour
  • Tales of a Wannabe Pilot
  • Farmer Looking Skyward

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


About Me


About Me

Found 1 result

  1. Hello to all intending to edit sunset or sky textures You can do this on your own. But to be honest: You’ll spend a lot of time if you want to see reasonable results. I think a basic software for doing this nearly unlimited is Paint.NET – you can download it for free. Being in it you’ll have a lot of possibilities in editing sky textures. In fs9 they’re all 24 bit-textures and 32 x 32 pixels in size – so be sure to save them in the same format. The following is what I figured out by testing (so no guarantee – corrections or contributions are welcome!) Don’t forget to backup your existing files. How are they working, acting or blending together? First you’ll recognize that there’s a bundle of textures (fs9 texture folder) just for sunset: “sky_presunset1_0” to “sky_presunset1_9” “sky_presunset2_0” to “sky_presunset2_9” “sky_sunset_0” to “sky_sunset_9” “sky_postsunset1_0” to “sky_postsunset1_9” “sky_postsunset2_0” to “sky_postsunset2_9” That’s the sequence they seem to be applied in fs9 – “sky_presunset1” to “sky_postsunset2” for one sunset event, “sky_presunset1_0” to “sky_presunset1_9” for different months or sunset styles, same applies to “sky_presunset2_0” to “sky_presunset2_9” and so on… Each texture file number, e.g. “sky_presunset1_0” represents one month or two months or one sunset style and blends to “sky_presunset2_0” to “sky_sunset_0” to “sky_postsunset1_0” to “sky_postsunset2_0”. Unfortunately i didn't figure out which number refers to which month. There’s no need to occupy one sequence, e.g. “sky_sunset_0 to “sky_sunset_9” with one and the same textures (as you see it very often in available sunset textures). If you prefer only one sunset style just do that, if you prefer variation, occupy them with different textures (if you want to watch the results, put them in the fs9 texture folder, start fs9, switch to different months and adjust sunset times to get them). For testing purposes you may want to occupy them with one style (to be independently of the switched month and to be sure just to get the wanted test texture, also to test how the different season terrain textures are blending to your new sunset textures) and see how they’re working or blending together by adjusting different sunset times. Be aware that all of the very above mentioned texture files are needed to display sky textures generally. There’s no way just to put in e.g. “sky_presunset1_0”, “sky_presunset2_0”, “sky_sunset_0”, “sky_postsunset1_0” and “sky_postsunset2_0” for testing purposes, if so or if one file of the very above mentioned is missing, fs9 just displays white sky. Editing a texture file: When you watch a sky texture file in an editor, you may think that the image is too small – just enlarge it. After enlarging it you’ll think that the resolution is to coarse (32x32 pixels) but that’s enough for fs9 – even relatively hard transitions in colour and brightness from one pixel row to another or from pixel to another (as perceived in the editor) are blurring sufficiently in fs9 to get almost smooth transitions. Different pixel codes in a texture file (for reflections from ground, aircraft, clouds and water) At the very upper row of pixels you should see six pixels having different colours or tones – five pixels at the left (starting with the first pixel in that row) and one pixel at the right side (last pixel in that row). - First pixel (from left to right): colour and brightness applies to the reflective colour and power on more dark parts of terrain and aircraft - Second pixel: colour and brightness applies to the reflective colour and power on more bright parts of terrain and aircraft - Third pixel: colour and brightness applies to the reflective colour and power on more on more dark parts of clouds - Fourth pixel: colour and brightness applies to the reflective colour and power on more on more bright parts of clouds - Fifth pixel: colour and brightness applies to the reflective colour and power on more dark parts of water or water shadowing - Sixth pixel: colour and brightness applies to the reflective colour and power on more bright parts of water The colour and brightness of the lowest row of pixels is determining how the sky above the horizon is blending to terrain beyond the horizon. I think, to certain degree it also determines the reflective colour and power on terrain just beyond the horizon. To a certain degree this also applies to the second row of pixels from below. Whereas this also seems to determine how the upper part of atmosphere near the horizon blends to faraway clouds above the horizon. When giving the lowest two rows of pixels the same brightness and colour (just try a yellowish, reddish or orange coloured grey - concerning sunset colours) so that it fits to the appearance of your terrain textures, you’ll certainly get very smooth transitions between atmosphere and terrain at the horizon. Haven’t tested sunrise -, daytime – and night textures yet but I think they’ll work the same way.
×
×
  • Create New...