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Re-texturing scenery (Read 542 times)
Feb 9th, 2007 at 10:26am

Cavscout74   Offline
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I have an .api scenery (specifically, the Underground Base by Andrej Urosevic) that I've downloaded and it works great.  However, the default textures for the hill are grass.  The area I'm working in is sandy and I wanted to change the texture file to a sand-like color.  Actually, I did change the texture file to have a dirt/sand appearance, but it still shows up as the original grass texture.  I even deleted the .bgl and recompiled w/ the new texture.  I also renamed the .api and texture and edited the .api to use the new texture filename and that resulted in no texture showing up.  Any ideas?
 
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Reply #1 - Feb 9th, 2007 at 12:08pm

CAFedm   Offline
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Maybe it's a landclass matter? Try adding a new lanclass value in the area, you would need something like SBuilder to do this though.
 

Brian
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Reply #2 - Feb 11th, 2007 at 10:19am

Cavscout74   Offline
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Actually, its the scenery object texture I need to change.  The area I'm working in is supposed to be sandy.  But the big grass-covered hill kinda stands out.  The texture .bmp I edited to change the grass to sand, and every .bmp editor I own shows it as sand-colored now, but FS9 shows it as green still.
 
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Reply #3 - Feb 12th, 2007 at 12:35pm

dave3cu   Offline
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Sounds like maybe you didn't save your edited .bmp to it's proper location in FS. Maybe you edited the .bmp in your unzipped source folder and not the one in FS??? or saved it to the wrong location in FS???

with edited UHOUTS.bmp
...

Dave
 

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Reply #4 - Feb 14th, 2007 at 7:37am

Cavscout74   Offline
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Thanks.  That was half my problem - since the original .bmp was already in FS9, when I recompiled the scenery, it didn't overwrite it.  That other half of my problem is when I modified the .bmp, it saved as a 24-bit .bmp instead of 32-bit.  Unfortunetaly, none of my programs will save a .bmp as 32-bit.
 
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Reply #5 - Feb 14th, 2007 at 7:57am

dave3cu   Offline
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You need DXTBmp, by Martin Wright.

Once installed, you will open the .bmp in DXTBmp, send it to your editor, edit, return it to DXTBmp, and save it in the proper format (in this case the original .bmp is 16bit-444).

Dave

 

At that time [1909] the chief engineer was almost always the chief test pilot as well. That had the fortunate result of eliminating poor engineering early in aviation.          Igor Sikorsky

I intend to live forever....so far, so good.         Steven Wright

You know....you can just rip up a to-do list.
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Reply #6 - Feb 14th, 2007 at 7:58am

Hagar   Offline
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Cavscout74 wrote on Feb 14th, 2007 at 7:37am:
That other half of my problem is when I modified the .bmp, it saved as a 24-bit .bmp instead of 32-bit.  Unfortunetaly, none of my programs will save a .bmp as 32-bit.  

That's what DXTBmp is for. http://www.mnwright.btinternet.co.uk/programs/dxtbmp.htm

PS. dave3cu wrote on Feb 14th, 2007 at 7:57am:
You need DXTBmp, by Martin Wright.

Once installed, you will open the .bmp in DXTBmp, send it to your editor, edit, return it to DXTBmp, and save it in the proper format.

Dave

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Reply #7 - Feb 14th, 2007 at 11:08am

Cavscout74   Offline
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Thanks guys, I think thats got it.  I'm at work, so I have change the .bmp at home, but I used the dxtbmp to put the alpha channel back in my edited texture, so all I have to do is copy it to FS9.
 
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