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› FSSC,Exclude (and now EOD) Questions
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FSSC,Exclude (and now EOD) Questions (Read 1399 times)
Reply #30 -
Dec 20
th
, 2006 at 5:03pm
Hagar
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smartguy24 wrote
on Dec 20
th
, 2006 at 4:52pm:
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"?
I tried to explain how you could use two sets of textures in different formats to suit EOD & FS9. This is complicating things so it would be much better to start out by using the same textures in both.
Quote:
And why would the tutorial be telling me to use DXT1 with EOD when its very clear that they don't work?
I have no idea. You would have to ask the author of that tute. I haven't tried any of this but if the tute posted on the EOD site says that DXT1 format cannot be read by EOD then I'm prepared to believe it. FS9 should be able to read any of the other formats listed in the green section on that page so I would try one or more of them. I can investigate further if you wish but think it would be much better if you try these things out for yourself.
Quote:
Wouldn't I be wasting my time by reformatting the textures? They still wouldn't be showing up.
How do you know that if you're not prepared to try it? It would only take a couple of minutes to convert your textures to another format with DXTBmp. You could have found out for yourself long before I had time to type this reply.
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Reply #31 -
Dec 20
th
, 2006 at 5:37pm
smartguy24
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Just checking...
I'll probably give a new texture format a whirl later on tonight. Start from scratch too...I'm after deleting all the files I had made. (Textures not included).
Thanks, Hagar.
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Reply #32 -
Dec 20
th
, 2006 at 5:39pm
Hagar
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smartguy24 wrote
on Dec 20
th
, 2006 at 5:37pm:
Just checking...
I'll probably give a new texture format a whirl later on tonight. Start from scratch too...I'm after deleting all the files I had made. (Textures not included).
Thanks, Hagar.
You're welcome. I would try reformatting those textures just where they are. It would only take a few minutes & if they show up it would save you a lot of trouble.
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Reply #33 -
Dec 20
th
, 2006 at 5:41pm
smartguy24
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By the way...as a more general (and easier) question to answer...since all the textures are squares, how does it texture a rectangular side of a building? Does it stretch the texture square or "tile" the square across the side?
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Reply #34 -
Dec 20
th
, 2006 at 5:42pm
Hagar
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smartguy24 wrote
on Dec 20
th
, 2006 at 5:41pm:
By the way...as a more general (and easier) question to answer...since all the textures are squares, how does it texture a rectangular side of a building? Does it stretch the texture square or "tile" the square across the side?
I think it stretches it.
PS. I just checked & DXT1 format does display in EOD.
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Reply #35 -
Dec 20
th
, 2006 at 9:27pm
Franky_4_Fingers
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Hagar wrote
on Dec 20
th
, 2006 at 5:42pm:
I think it stretches it.
This is correct. There are two ways of dealing with this. The way i do it is to make seperate blocks and join them side by side with a seperate texture on each. I use photo real textures which i make with my digital camera. So for a long, narrow building, i take seperate pics of the long side and paste them on my blocks. The other way is to paste the pics together in a paint program and resise this long, narrow pic and paste it onto a square bmp. Then it can be applied to the buiding. Hope this is clear.
Hagar wrote
on Dec 20
th
, 2006 at 5:42pm:
PS. I just checked & DXT1 format does display in EOD.
I just did an experiment. I changed one of the textures on a macro of mine, to a DXT1 default texture in the FS9 texture folder. It didn't show. Seems that EOD will disply it in the program but it doesn't apply it to the macro.
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Reply #36 -
Dec 26
th
, 2006 at 2:05pm
smartguy24
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Technically, I could put this in its own thread...but here's a texture question:
In order to save myself some confusion, can I put two different building textures on the same 256x256 square? Like a roof texture and a side texture all in one?
EOD enables me to select the specific parts in the texture so I'm thinking I can get away with it.
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Reply #37 -
Dec 29
th
, 2006 at 2:51am
Franky_4_Fingers
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smartguy24 wrote
on Dec 26
th
, 2006 at 2:05pm:
can I put two different building textures on the same 256x256 square?
Yes, designers do that all the time. The res will be less as the image will be smaller but that can be a good thing for frame rates.
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