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FSSC,Exclude (and now EOD) Questions (Read 1400 times)
Dec 9
th
, 2006 at 8:18pm
smartguy24
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Thanks to the wonderful tutorial I discovered here on how to make scenery. I decided to give it a whirl.
However, I'm a little lost as to what exclude files do/what purpose they serve.
Also, it says in the tutorial after you plug in the latitude/longitude of the airport you're working on, you flatten areas and decide what default buildings you don't include...so I'm assuming something should show up?
Problem is...I'm just getting a completely blank white grid.
If it helps...the airport I'm playing around with is Montreal. And the coordinates I plugged in were N45 28 05 and W 73 44 29.
Course...when I pressed ok...the W coordinate showed up as 073 44 29. So I don't know if that has anything to do with it.
Thanks in advance.
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Last Edit: Dec 10
th
, 2006 at 3:06pm by smartguy24
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Reply #1 -
Dec 9
th
, 2006 at 8:56pm
Farfy
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Hi Smartguy
I don’t use FSSC, I use ScenGenX, but I am pretty sure that they work the same.
If you were working on top of an existing airport you likely wont need to flatten it, as it is likely already flattened, you would use the flatten tool if you were working someplace that needed to be flatted.
The excluder tool is used to remove buildings and objects that you don’t want, BUT you wont see the default buildings from the game in the FSSC working window, the only things you see in the working window are things that you put there. You make an excluded area over the whole airport or just over a single building. Go into the game, get into slew mode pick a building you don’t want slew around it get the cords from around it. (In ScengenX you make a box so I get four points, seems to me that I have seen some that do three points) but what ever get the cord from around the thing you want gone, then reopen FSSC and make your excluder box using those cords, then save your work make a BGL file, install the BGL file into the game, and if the scenery gods are good to you when you go to the game in the excluded area you wont see any default stuff, which then allows you to put in the things that you do want. I have been into the wine tonight so I hope this makes sense hehe
Farfy
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Reply #2 -
Dec 9
th
, 2006 at 11:30pm
smartguy24
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Quote:
The excluder tool is used to remove buildings and objects that you don’t want, BUT you wont see the default buildings from the game in the FSSC working window, the only things you see in the working window are things that you put there. You make an excluded area over the whole airport or just over a single building. Go into the game, get into slew mode pick a building you don’t want slew around it get the cords from around it.
How would I make an excluded area over the whole airport or just over a single building if nothing shows up in the FSSC working window?
And what's slew mode? I need to get coordinates for buildings?
You made enough sense.
No worries.
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Reply #3 -
Dec 10
th
, 2006 at 9:50am
Farfy
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Hi Smartguy
Ok the wine has wore off and in the light of day I realize I didn’t ask which sim you are using, but I hope its FS1 of FS9 as these are the only two I have worked with.
Likely the scenery guy’s best friend is SLEW mode hehe. Go into the game and then hit the Y (slew mode key) I also hit the W key twice to get rid of the panel, you can use the Q and the A key to move up and down. Once in slew mode you can use your joystick to move anywhere you like. You will also notice that the cords of your location are now in the upper left of the screen. So now just slew to the thing you want gone move around it and write down the cords. In SceneGenX you pick the area you like to exclude the right click and select the exclude tool from there you can input the cords you wrote down or you can drag the corners of the box to where you need them, if you look at the bottom of the screen you will likely see the position of you mouse point in long /lat that may help you. And just to try to clear this up these program’s do no import the default scenery you work from the cords…well there is a way of taking a screen shot from over head in the game and putting that in as a back round to use as a reverence. But if you have the cords that is all you really need.
Farfy
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Reply #4 -
Dec 10
th
, 2006 at 11:31am
wji
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I use AF2 and FlattEx
Works real good and lasts a long time
1.) create a new /scenery folder for the AF2 file
2.) start FS9 and allow it to "Build Scenery Files" (this creates a new entry (appends) to FS9/scenery.cfg)
3.) Create Flatten and Exclude using FlattEx (viewing aircraft position in AFCAD2)
4.) Copy&Paste FlattEx coordinates to scenery.cfg file
5.) Reload FS9 and view masterpiece
6.) Edit AF2 as required
7.) Add scenery objects using Abacuspub's EZ-Scenery
E.G., (here's the airport I created last night)
[Area.137]
Title=North Cape, Siberia
Local=Addon Scenery\North Cape, Siberia
Remote=
Active=TRUE
Required=FALSE
Flatten.0=60,N68 54.42,W179 30.50,N68 54.42,W179 27.48,N68 54.35,W179 27.48,N68 54.35,W179 30.50
Exclude=N68 54.46,W179 30.66,N68 54.35,W179 27.48,all
Layer=137
P.S. North Cape
is in Siberia, but -- strangely enough -- FS9 has a default NDB positioned there: WJ 404 -- Cool.
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Reply #5 -
Dec 10
th
, 2006 at 3:08pm
smartguy24
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Well, I've gotten the Exclude stuff figured out.
Now I've run into another snag.
In Easy Object Designer...I follow the tutorial instructions, I create the basic cube, then it tells me to texture the object. The only problem is, when I click the texture tab, it says "texture path could not be found, please set a correct path". What is this correct path?
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Reply #6 -
Dec 10
th
, 2006 at 3:15pm
Hagar
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It's a long time since I used EOD or messed around with scenery. Most of these utilities have a Preferences option where you set the paths to various directories. I assume you have to set the path to wherever your textures are before you can use them.
PS. Read this. --->
http://www.echos.ch/eod/help/texfolders.htm
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Reply #7 -
Dec 10
th
, 2006 at 6:13pm
smartguy24
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Quote:
I assume you have to set the path to wherever your textures are before you can use them.
Yeah, thats what I thought too. Only thing is...I don't know where the heck the textures are...oh wait a minute...do I look for the default texture folder of FS9 and set that as the preferred texture destination?
I'll be using my own custom textures eventually of course...but I'm assuming thats where I'd get started.
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Reply #8 -
Dec 10
th
, 2006 at 6:25pm
Hagar
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smartguy24 wrote
on Dec 10
th
, 2006 at 6:13pm:
do I look for the default texture folder of FS9 and set that as the preferred texture destination?
Did you read the Help article from my link?
Quote:
EOD supports three different texture folders. This might be confusing for beginners, but is an important feature for advanced users. If you create a scenery you must place the used textures into a folder where FlightSimulator expects these textures.
The first path is the common FS texture path
The first path is the folder where you select the textures from, for example: FS9\Textures. You could obviously use a special directory with less textures in it.
Quote:
If FlightSimulator was installed in "C:\fs\" , your scenery project would (as an example) be located in "C:\fs\scenery\project01\". That means, all BGL files in
"C:\fs\scenery\project01\scenery\" and all texture files in
"C:\fs\scenery\project01\texture\"
The second path will be for your exported textures when the project is finished. You will have to create a folder specifically for it. I suggest the best location would be in the Addon Scenery folder.
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Reply #9 -
Dec 10
th
, 2006 at 7:17pm
smartguy24
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Ah, I think I understand it all now. Thanks, Hagar.
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Reply #10 -
Dec 10
th
, 2006 at 7:30pm
Hagar
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I hope that helped. I'm not sure what you're using EOD for or which format you're exporting the project in. You could direct the export path for your project anywhere you like providing you know where to look for the files.
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Reply #11 -
Dec 13
th
, 2006 at 5:11pm
smartguy24
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I can't catch a break...I've run into yet another snag.
Following the tutorial...I created a sample building like it told me to in EOD.
The tutorial says this:
Now click the SAVE button in the toolbar – you will be prompted for a filename the first time, so give it a meaningful name and save it. Now click the CREATE API button in the toolbar and an API file (what is also know as an “API macro” or simply “macro”) will be created in the EOD program folder.
I saved it and all...but when I hit the Create API button, it said "Path Samplecube1.api not found"
So for the lack of a better term...how do I "find it"?
For the heck of it I tried exporting the API file (in FSSC) that I manually created by manually typing in the ".api" file extension when I tried saving it again. But that didn't work either. I'm assuming because of the original error in EOD.
I need to track down the author of this tutorial...he could probably give me some great help.
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Reply #12 -
Dec 13
th
, 2006 at 5:18pm
Hagar
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Let me refresh my memory by creating a simple API from EOD. I'll get back to you.
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Reply #13 -
Dec 13
th
, 2006 at 5:40pm
Hagar
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OK. I tried it & all works as advertised.
Before starting your project make sure you set the various paths from EOD Project/Options/Paths. You will see there is one for 'API macro file path'. You can leave it on the default location in the EOD root directory or redirect it to another one. This is where your API files will be exported to. You also need to set the path to Scasm.exe wherever that might be.
After saving the project the API should be created by clicking File/Create API. It will have the same file prefix as your saved project. For example: If the project is saved as Project1.eod the new API will be named Project1.api. That should be all there is to it. No messing around manually creating or renaming files.
To import the API macro into FSSC, right-click anywhere on the screen & select New 3D Object/Macro. Browse to where your new API is located & select it. Click OK & it should appear in the project.
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Reply #14 -
Dec 13
th
, 2006 at 7:06pm
Franky_4_Fingers
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If the red underlined area is blank, that's where your problem is. It should read the same as mine except it should have "FSSC" instead of "Airport for Windows" and the API folder location in FSSC.
The SCASM file path doesn't need to be entered, it will work fine without it.
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Reply #15 -
Dec 14
th
, 2006 at 3:41pm
smartguy24
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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 16
th
, 2006 at 2:14pm
smartguy24
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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 16
th
, 2006 at 7:20pm
Hagar
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smartguy24 wrote
on Dec 16
th
, 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 16
th
, 2006 at 9:50pm
smartguy24
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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
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Reply #19 -
Dec 17
th
, 2006 at 4:32am
Hagar
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smartguy24 wrote
on Dec 16
th
, 2006 at 9:50pm:
I don't know...me thinks I'm switching to GMAX
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 17
th
, 2006 at 11:35pm
Franky_4_Fingers
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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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Dec 19
th
, 2006 at 5:43pm
smartguy24
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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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Dec 19
th
, 2006 at 6:06pm
Hagar
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smartguy24 wrote
on Dec 19
th
, 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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Dec 19
th
, 2006 at 10:18pm
smartguy24
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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 20
th
, 2006 at 4:24am
Hagar
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smartguy24 wrote
on Dec 19
th
, 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 20
th
, 2006 at 1:56pm
Franky_4_Fingers
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smartguy24 wrote
on Dec 19
th
, 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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Dec 20
th
, 2006 at 2:01pm
Hagar
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Franky_4_Fingers wrote
on Dec 20
th
, 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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Dec 20
th
, 2006 at 2:22pm
smartguy24
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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 20
th
, 2006 at 2:28pm
Hagar
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smartguy24 wrote
on Dec 20
th
, 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 20
th
, 2006 at 4:52pm
smartguy24
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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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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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Vancouver, B.C., Canada
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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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Vancouver, B.C., Canada
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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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