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Texture Conversion (Read 498 times)
Jan 4
th
, 2005 at 8:48am
brittair
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why oh why did I start
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Anybody had any problems with FSDSv2.24 texture convertor?. It was working fine i.e. converting 24bit to 16 or 32 bit in FSDSv2 but since I downloaded the upgrade it tells me all my textures are 24bit (even the old I know I have convereted an using in FS2k2) and when you use the convertor it does not seem to work??
I have emailed Abacus but no reply yet. Just wondered is anyone else has had a problem or if you have upgraded to FSDSv2.24 is yours okay???
Thanks brittair
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Reply #1 -
Jan 4
th
, 2005 at 6:43pm
andyjohnston.net
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I've never used the texture converter, but FSDS says my textures are 24 bit even if they've been converted using dxtbmp. They still work, that's all I worry about.
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Reply #2 -
Jan 5
th
, 2005 at 3:31am
brittair
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why oh why did I start
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Tried it though and a new texture will not convert so does not show up in FS.
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Reply #3 -
Jan 5
th
, 2005 at 1:23pm
CAFedm
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Have you tried uninstalling the program, then reinstalling using the disc - of course make a back-up of whatever projects you were working on? I haven't downloaded any upgrades but appreciate your pointing out this potential issue.
Brian
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Reply #4 -
Jan 6
th
, 2005 at 4:32am
brittair
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why oh why did I start
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I was waiting to see what Abacus say, but yes I am still waiting!!. Maybe I will just reinstall it so I can get back to the project I am working on. Thanks.
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Reply #5 -
Jan 6
th
, 2005 at 6:22am
bm
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I personally wouldn't bother using abacus texture converter if its causing problems. If you use irfanview or PSP etc. to decrease color depth to 8bit (best for FS scenery) and create your Bmp FSDS will have no problem. Then when you are ready to package up your scenery and have done all your tinkering convert them to DXT to improve performance and lower file size with DXTBmp :
http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm
May not be the right way but it works for me!
Birdman.
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Reply #6 -
Jan 6
th
, 2005 at 7:03am
brittair
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why oh why did I start
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Thanks Birdman, how's the defrosting going?
I downloaded DXTbmp yesterday but all this DXT, alpha this and 444-4 that left my head spinning. I am sure I will get to the hang of it soon so I can finish of Leeming. I am going to try the suggestion for reducing the Leeming Textures.
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Reply #7 -
Jan 6
th
, 2005 at 8:01am
bm
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Everything about scenery designing is out there to confuse you thats for sure! FSDS2 wont be able to handle the DXT files so make sure you convert them after you've finished using FSDS.
Welcome to the world of _lm, _su, _sp, _wi, _hw, _fa, DXT, Alpha 444-4, the list goes on (infinitely)..... Theres no going back.....
Thawing nicely in the heat of the English winter!
Birdman.
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Reply #8 -
Jan 6
th
, 2005 at 8:11am
brittair
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why oh why did I start
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Birdman, Meant to say, i got FS9 now, so installed leeming.
I note from your post that you had flickering and the area your pic showed was the main dispersal. When I tried it, the main dispersal does not show at all !!!! ahhhhh
To make it worse, any other area that uses a polygon created in FSSC does not show either so got something look at there. Anyway will post more detail at UKSD when I have had more time to look at it. Thanks again
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Reply #9 -
Jan 7
th
, 2005 at 12:07pm
bm
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I had the same problem but sorted it this morning (
) with Kemble (now released for Beta testing). Next time I log onto my FS OS I'll take a look and see what did it, I'll post it in your RAF leeming forum at uksd.
That should sort the flickering - have to look in more detail at the missing one once you post details.
Birdman.
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Reply #10 -
Jan 9
th
, 2005 at 7:57am
brittair
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why oh why did I start
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Thanks will look into UKSD soon. Just a bit busy with my MA assingments at the moment.
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Reply #11 -
Jan 9
th
, 2005 at 8:07am
Hagar
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My Spitfire Girl
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Quote:
Everything about scenery designing is out there to confuse you thats for sure! FSDS2 wont be able to handle the DXT files so make sure you convert them after you've finished using FSDS.
FSDS2 should read DXT1 & DXT3 textures. I'm not sure I would use FSDS for ordinary scenery objects like buildings. Unless you wish to place them separately I find the simple EOD objects much better & far less graphics intensive. It's usually best to use the same texture format as the default objects in the sim you're designing for. This can be most of the Extended BMP formats. Look in DXTBmp Help for guidance on compatability. Standard 8-bit BMPs work very well on test pieces.
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Reply #12 -
Jan 11
th
, 2005 at 3:46am
brittair
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why oh why did I start
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Thanks for the info. May well have a look at EOD as it seems pretty popular. Brittair
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Reply #13 -
Jan 11
th
, 2005 at 3:47pm
robertpear
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I have been using FSDS2 to buildings for quite awhile now and have had very good results. I always run texture bitmaps trough DXT to make them compatible. EOD and VOD make basically the same .api files as FSDS2 and are essentially the same.
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Reply #14 -
Jan 12
th
, 2005 at 8:51am
brittair
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why oh why did I start
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What format do most people use for textures???
I have had a brief look at DXTbmp and still getting my head round it. I would be interested to know what everyone else uses for a straight forward basic building macro.
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Reply #15 -
Jan 12
th
, 2005 at 2:27pm
Hagar
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My Spitfire Girl
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When in doubt I always go by the default files. I just opened an FS9 default building texture in DXTBmp.* It's 512 x 512 in DXT1 BMP format. Others are in the 256 x 256 x 8 bit (256 colours) format used in earlier versions of FS. Not sure but I think night textures have to be in this format.
*PS. I assume this is a default texture. The file name & format are shown at the top.
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