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FSSC,Exclude (and now EOD) Questions (Read 1398 times)
Reply #15 - Dec 14th, 2006 at 3:41pm

smartguy24   Offline
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Ah...thats what I get for messing around in that screen.

Thanks very much Franky and Hagar.
 
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Reply #16 - Dec 16th, 2006 at 2:14pm

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*Sigh*

Just can't get anything to work right it seems.

Figured out how to texture and API the thing...but when I export the building to Flight Simulator...the building shape shows up...but the textures don't.

For the record, I made my own textures...followed the instructions about converting in the tutorial, but the fact they aren't showing up has me baffled.

On another note, how do I add jetways with their gate numbers on top?

 
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Reply #17 - Dec 16th, 2006 at 7:20pm

Hagar   Offline
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smartguy24 wrote on Dec 16th, 2006 at 2:14pm:
*Sigh*

Just can't get anything to work right it seems.

Figured out how to texture and API the thing...but when I export the building to Flight Simulator...the building shape shows up...but the textures don't.

For the record, I made my own textures...followed the instructions about converting in the tutorial, but the fact they aren't showing up has me baffled.

Did you paste copies of the textures into the Texture folder of your new scenery? These must be in a format that FS can read, just like aircraft textures.
 

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Reply #18 - Dec 16th, 2006 at 9:50pm

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Well yeah...I made sure those files were in the "texture" folder of the new scenery. I don't know...me thinks I'm switching to GMAX   Cool
 
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Reply #19 - Dec 17th, 2006 at 4:32am

Hagar   Offline
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smartguy24 wrote on Dec 16th, 2006 at 9:50pm:
I don't know...me thinks I'm switching to GMAX   Cool

If you can't figure this out you're likely to have the same problems with Gmax.  The basics are just the same whichever programs you use.
 

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Reply #20 - Dec 17th, 2006 at 11:35pm

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GMAX is alot harder then EOD, believe me the hair i toar out never grew back. Maybe you could explain what you did step by step so that we can see what you missed.
 
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Reply #21 - Dec 19th, 2006 at 5:43pm

smartguy24   Offline
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I'm aware of the steep learning curve with Gmax...but doesn't it give you better results than EOD would?

Anyway...here's one last hail mary in hopes this helps somebody fix my problem.

But first...here's the tutorial I used: http://www.simviation.com/cgi-bin/syb.cgi?section=misc&file=Airport.zip

I should probably mention I got along just fine with using the default FS2004 textures...its when I started making and converting my own that things got whacky.

The very last section in the tutorial..."DXTBMP - Creating Your Own textures" I think is where my problem is.

It says name in the 8.3 format...hmm, does that really matter in the end if its not named in that format? It would still show up wouldn't it? Cause the few custom textures I experimented with aren't even close to having an 8 character file name. Maybe thats my problem?

But yeah...anyways, I created the textures in Paint Shop Pro 9, saved them as BMP's. Then converted those BMP's into DXT1's. But it wouldn't work.

On another note...how do I put in jetways? Rwy12?


 
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Reply #22 - Dec 19th, 2006 at 6:06pm

Hagar   Offline
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smartguy24 wrote on Dec 19th, 2006 at 5:43pm:
I'm aware of the steep learning curve with Gmax...but doesn't it give you better results than EOD would?

It will give you more detailed results but texturing might be a lot more difficult than in EOD.

Quote:
Anyway...here's one last hail mary in hopes this helps somebody fix my problem.

But first...here's the tutorial I used: http://www.simviation.com/cgi-bin/syb.cgi?section=misc&file=Airport.zip

I should probably mention I got along just fine with using the default FS2004 textures...its when I started making and converting my own that things got whacky.

The very last section in the tutorial..."DXTBMP - Creating Your Own textures" I think is where my problem is.

It says name in the 8.3 format...hmm, does that really matter in the end if its not named in that format? It would still show up wouldn't it? Cause the few custom textures I experimented with aren't even close to having an 8 character file name. Maybe thats my problem?

I've just scanned through that tute. It specifies using the "8.3 format" so this must be for a reason. I suspect that SCASM can only handle file names up to 8 digits. If your file names are less than that it shouldn't be a problem. Make sure the DXT1 textures are actually in the Texture folder of your new scenery.

To check this out you could try saving your textures in 8-bit format direct from PSP9 instead of using DXTBmp. Make sure the file names are exactly the same as the ones you assigned to your EOD project.

PS. Just had a thought. Make sure your new textures are the correct size. 256x256, 512x512 etc.
 

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Reply #23 - Dec 19th, 2006 at 10:18pm

smartguy24   Offline
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Quote:
Just had a thought. Make sure your new textures are the correct size. 256x256, 512x512 etc.


Thats the one thing I know I've done right.

I had come up with a method to fix my problem earlier...after slipping my mind now.

Meanwhile, hopefully you can answer me this question too...how do you add jetways to a scenery?
 
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Reply #24 - Dec 20th, 2006 at 4:24am

Hagar   Offline
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smartguy24 wrote on Dec 19th, 2006 at 10:18pm:
Meanwhile, hopefully you can answer me this question too...how do you add jetways to a scenery?

Using your present methods & utilities you could find a jetway API macro & import it into your scenery with FSSC. This would be a normal static scenery object. I'm sure theres some posted in the Macros section.
 

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Reply #25 - Dec 20th, 2006 at 1:56pm

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smartguy24 wrote on Dec 19th, 2006 at 5:43pm:
Then converted those BMP's into DXT1's. But it wouldn't work.


Bingo! The help file in EOD explains the texture compatability.

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Reply #26 - Dec 20th, 2006 at 2:01pm

Hagar   Offline
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Franky_4_Fingers wrote on Dec 20th, 2006 at 1:56pm:
Bingo! The help file in EOD explains the texture compatability.

Well done Franky but that doesn't necessarily mean that FS can't read DXT1 format. It would be a little more complicated but you could use two sets of textures in different formats, one set in a format EOD can read & the DXT format for the new scenery in FS. I believe this is the way it's done in Gmax.

PS. It would obviously be easier to use a format that EOD CAN read. There's plenty of choice.
Link to that Help page online. ---> http://www.echos.ch/eod/help/texturen.htm
 

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Reply #27 - Dec 20th, 2006 at 2:22pm

smartguy24   Offline
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Ok...now I'm lost again...

The tutorial says this:

"If you are creating your own textures, you need to use DXTBMP to convert them from normal bitmaps into DXT1 format bitmaps (this format is used by FS2004)"

So I'm guessing FS readability wins out over EOD readability.

What does "EOD can't read this file format" mean anyway? I can still use DXT1 with EOD to texture the buildings can't I?

Me thinks I'm going to rename them into an 8.3 format. See where that gets me.
 
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Reply #28 - Dec 20th, 2006 at 2:28pm

Hagar   Offline
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smartguy24 wrote on Dec 20th, 2006 at 2:22pm:
Ok...now I'm lost again...

The tutorial says this:

"If you are creating your own textures, you need to use DXTBMP to convert them from normal bitmaps into DXT1 format bitmaps (this format is used by FS2004)"

So I'm guessing FS readability wins out over EOD readability.

What does "EOD can't read this file format" mean anyway? I can still use DXT1 with EOD to texture the buildings can't I?

The EOD tute that Franky posted (also see my link) plainly states that DXT1 format can't be read by EOD. This means that it would be impossible to assign DXT1 textures to your new objects when you're creating them. It lists plenty of other formats you can use so why not try one?


 

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Reply #29 - Dec 20th, 2006 at 4:52pm

smartguy24   Offline
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Quote:
It lists plenty of other formats you can use so why not try one?


I certainly can I suppose...but did you miss the part in brackets that says "this format is used by FS2004"?

Wouldn't I be wasting my time by reformatting the textures? They still wouldn't be showing up.

And why would the tutorial be telling me to use DXT1 with EOD when its very clear that they don't work?
 
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