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› DXTBmp help
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DXTBmp help (Read 646 times)
Dec 24
th
, 2006 at 12:47am
mossdog
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Colonel
I love YaBB 1G - SP1!
Posts: 68
Hey everybody just making my first repaint for FS2002. Im following a tutorial (by someone that i cant remember) and its going really well. At least i thought it was anyway. Ive run into a problem. The author told me to download a programe called DXTBmp. I did this and carried on with his instructions to modify a file called fuslg_t. He then told me it would be a good time to test it in Flight Simulator. So i followed his instructions which were:
1. Save the file fuslg_t.bmp
2. Copy and paste (DO NOT DRAG AND DROP) the file into the Saab’s usexpress texture folder - /aircraft/saab_340b/texture.usexpress
3. You should be prompted to overwrite, click yes
4. now open the file again, but this time using the DXTBmp program you downloaded earlier
5. simply save the file again, by default, the file type in the save prompt will be 'DXT1 (no alpha)' or 'DXT1'. Either is fine
6. Providing the aircraft.cfg file was correctly modified, you should now see your aircraft in the aircraft selection prompt in flight simulator 2004.
I know im using FS2002 but this shouldnt really be a problem should it. I followed his/her instructions to the letter and it still wont work. When it says "now open the file again, but this time using the DXTBmp program you downloaded earlier" i right clicked the file went to open with and then to DXTBmp but it came up with an error message that read something like "c:\program files\microsoft games\fs2002\aircraft\saab340b\texture.usexpress\fuslg_t.bmp is not a valid Win32 application." It doesnt tell me how to correct the problem or anything like that and i'd really appreciate some help with this as its my first time. Thanks
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Reply #1 -
Dec 24
th
, 2006 at 4:24am
igorski
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AGN Texures
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Posts: 1454
Just to test, try opening the file in the traditional way, i.e. use File / Open in dxtBmp
Also, I disagree with where it tells you to use dxt1, in Fs2002, and especially 2004, DXT3 is the more widely used compressed format.
&&&&
http://www.agntextures.co.uk
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Reply #2 -
Dec 24
th
, 2006 at 5:20pm
mossdog
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I love YaBB 1G - SP1!
Posts: 68
Thanks for the help igorski i should have said in my original post that i tried the traditional way (file>open in DXTBmp) but still no luck and i also read that DXT3 was the more appropriate format to use and so i tried it with that and still no results. Never mind its xmas today and i got FSX Deluxe. i was wondering if you can tell me whether the SDK that comes with it requires DXTBmp as well or whether its easier to use and comes with a utility that does the same job thanks again happy xmas
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Reply #3 -
Dec 24
th
, 2006 at 5:23pm
igorski
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AGN Texures
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Posts: 1454
I doubt the SDK comes with dxtbmp, as its not an MS product.
Get the latest version from here:
http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm
also, Happy Christmas, from myself and the AGNT Crew too!
&&&&
http://www.agntextures.co.uk
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Reply #4 -
Dec 24
th
, 2006 at 5:29pm
Bird-Nerd
Ex Member
it's not christmas for me until tomorrow
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Reply #5 -
Dec 24
th
, 2006 at 5:32pm
igorski
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Colonel
AGN Texures
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Same here, 1030 pm just now, but if you catch me one here tomorrow, I must be having a bad day!!!
&&&&
http://www.agntextures.co.uk
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Reply #6 -
Dec 24
th
, 2006 at 5:37pm
Bird-Nerd
Ex Member
it's only 2:30 p.m. here
time fly's when youre not on the west coast
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Reply #7 -
Dec 24
th
, 2006 at 5:40pm
igorski
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Colonel
AGN Texures
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Posts: 1454
ahh right! a lil longer to wait then, you might get your dxt working in time for some post xmas repaints
&&&&
http://www.agntextures.co.uk
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Reply #8 -
Dec 24
th
, 2006 at 5:43pm
Bird-Nerd
Ex Member
all i need to do is figure out how to make the texture's shiny
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Reply #9 -
Dec 24
th
, 2006 at 5:45pm
igorski
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Colonel
AGN Texures
Gender:
Posts: 1454
Alpha!
an extract from my Repaints guide:
Alpha Channel
The Alpha Channel / Alpha Layer is used for EITHER reflection OR transparency, and the one that it controls is set by the modeller, not the texture artist.
To make a complete Flightsim Bitmap, in any format, you combine a normal bitmap, with a 2nd image, containing the data for the Alpha Layer.
If you dont choose to add an alpha layer, it is simply assumed to be entirely pure white (ie opaque/matte)
Essentially, anywhere on the 2nd image that is pure white will be rendered matte OR opaque when the 1st bmp is applied to the model. Any areas of pure black will be rendered fully chrome, or transparent. Shades of grey between black and white allow for various levels of shine / transparency.
You must use dxtbmp to add an alpha layer to an FS bmp.
* Open the bmp you wish to alpha
* Select the "Alpha" menu, then "Import Alpha Layer", and select your second BMP file.
* Save the first bmp in a suitable format.
&&&&
http://www.agntextures.co.uk
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