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Textures assigned to panels, etc. (Read 1445 times)
Reply #30 -
Jan 1
st
, 2009 at 2:24pm
Fr. Bill
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Colonel
I used to have a life;
now I have GMax!
Hammond, IN
Gender:
Posts: 962
brettt777 wrote
on Dec 31
st
, 2008 at 10:20pm:
And what does the "file=$texture_A.bmp" do if the texture= line is the one the gauges actualy go to? Some have it and some don't.
[Vcockpit02]
file=$texture_A.bmp <----what is this line for?
Background_color=0,0,0
size_mm=512,512
visible=0 <----what does this line mean?
pixel_size=512,512
texture=$texture_A <----this line determines which invisible texture the gauge goes to...?
There's too much "cross-talk" going on, so it's getting a bit difficult to keep up with the questions and multiple answers...
Before going on however, the "visible=0" line is completely meaningless except for a 2d panel entry. In the VCockpit
nn
context it is ignored. Setting this entry =1 in a 2d panel entry simply forces FS to have that sub-panel open and displayed when first loading the aircraft.
The file=
texturename
.bmp entry serves two purposes:
1. It provides a visible background image in Panel Studio to help in gauge placement.
2. It provides a visible texture to "cover up and add background" to a gauge polygon
that is not covered by the gauge itself...
Might I suggest that you read the paper I wrote for MS/ACES detailing the FSX VC Lighting possibilities, as it will answer -with pictures- precisely what you are asking about. While this paper is for FSX, there is also a link to an earlier paper I had written for FS9 about six years ago, which will help to clarify these concepts.
http://www.fsinsider.com/developers/Pages/FSXEmissiveTextures.aspx
The following is a brief excerpt from that paper which explains your question in some detail:
Quote:
Using notepad.exe, I added two [VcockpitXX] entries to the existing panel.cfg file, something that FSPS still cannot do on its own. Then, I selected all the gauges that the Kodiak uses, and used FSPS to arrange the gauges to “best fit” the available space of two 1024x1024 areas.
//--------------------------------------------------------
[Vcockpit01]
file=pan1.bmp // this is the “visible” background image 24-bit RGB
size_mm=1024,1024
visible=1
pixel_size=1024,1024s
texture=$pan1 // this is the $dummy texture filename used in Max/Gmax
//--------------------------------------------------------
[Vcockpit02]
file=pan2. bmp // this is the “visible” background image 24-bit RGB
Background_color=0,0,0
size_mm=1024,1024
visible=1
pixel_size=1024,1024s
texture=$pan2 // this is the $dummy texture filename used in Max/Gmax
A Brief, But Necessary Digression
I must now take a few moments to mention a “gotcha” that factors into the topic of gauges and gauge polygons.
The chief "gotcha" that occurs with this method is that when the lights are on, the entire surface of the gauge poly loses transparency and becomes "black." The simple fix for this problem is obvious in retrospect: where there is no surface, there is no black showing!
There are several ways to overcome this problem and this is an excellent example of why you need to keep this in mind during the "Strategic Planning" part of VC development:
1. Apply a base texture to the poly via a panel.cfg entry (aka: cover up)
2. Make the gauge poly the exact size and shape of the actual gauge being used (aka: cookie-cutter)
3. Move the gauge poly behind the physical panel (aka: peek-a-boo)
Moving Along...
For the Kodiak project, I chose to use a combination of cover up and cookie-cutter, since all of the gauges used in the real aircraft are surface mounted, unlike most Piper aircraft that use mostly backmounted gauges. There are two ways of getting a texture on the main panel. The first uses a bitmap in the \panel folder and the second uses bitmap in the \texture folder. Where in FS9 there is no obvious advantage to either method, in FSX using the \texture folder method would allow the developer to apply bump and specular mapping if they so desired. Regardless of which of the two locations is used though, the lightmap bitmap will always be placed in the \texture folder.
NOTE: If you decide to place the VC bitmaps in the \panel folder, they MUST be 24-bit format! The panel system will not load compressed images.
[Vcockpit01]
//--------------------------------------------------------
[Vcockpit01]
file=pan1.bmp
Background_color=0,0,0
size_mm=1024,1024
visible=1
pixel_size=1024,1024s
texture=$pan1
For the sake of sanity, I name all bitmaps using a common “root” so that I can keep track of them. The file= entry is used to tell FSX where to find the background texture for the panel. The texture= entry defines the name of the texture that FSX will automatically create at run-time for the gauge system to use. The “lightmap” is named “pan1_L.dds”.
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #31 -
Jan 1
st
, 2009 at 2:28pm
brettt777
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Colonel
Gadsden, AL
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Posts: 313
Brett_Henderson wrote
on Jan 1
st
, 2009 at 1:58pm:
brettt777 wrote
on Jan 1
st
, 2009 at 1:23pm:
Okay I have found a viewer that will show me what texture is assigned to what surface, but will it tell me about these special textures that are invisible? What else is special about them besides they are invisible? Do they start out as regular bitmaps or dds files and then made transparent?
The best way to visualize what the $filename is... is to think of it as a perfectly square, 2D panel.. with all the gauges on it, in no particular order. The only way I've ever created one, is with PanelStudio.. and then literally take a screen shot of the big, square panel... that becomes $filename.bmp (after cropping and resizing to 1024X1024) , because it's a near perfect representaition of the gauge layout (defined in a panel.cfg)
There is nothing special about the $filename.bmp It's a normal bitmap. The invisibility comes form the material editor,, where you not only set it to transparent by default, but designate it as a VC panel material.
Then, by UVW mapping specific areas of that material to specific polygons, you get your individual gauges.
So after you make this square 2D panel with all the gauges on it, you just make it transparent and designate it as a VC panel. But then that particular file doesn't actualy have to exist anymore after that? I saw in this viewer where a surface had a $Vtexture assigned to it and there was a gauge attatched to that but the $Vtexture file doesn't exist anywhere. So actualy what you create is just coordinates for the gauge to be placed at/on, correct? So the only way to alter where this non existent surface is, and therefore where the gauge goes, is in an actual mdl type editing software (which is WAY over my head). And in the VC, you can't just assign a gauge to any surface like in a 2D panel, it has to be one of these transparent, non existent surfaces that are designated as VC material.
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Reply #32 -
Jan 1
st
, 2009 at 2:43pm
Fr. Bill
Offline
Colonel
I used to have a life;
now I have GMax!
Hammond, IN
Gender:
Posts: 962
Brett_Henderson wrote
on Jan 1
st
, 2009 at 1:58pm:
The best way to visualize what the $filename is... is to think of it as a perfectly square, 2D panel.. with all the gauges on it, in no particular order. The only way I've ever created one, is with PanelStudio.. and then literally take a screen shot of the big, square panel... that becomes $filename.bmp (after cropping and resizing to 1024X1024) , because it's a near perfect representaition of the gauge layout (defined in a panel.cfg)
Did you know that FSPS (latest version)
has a built-in screenshot feature?
See
Tools/Screen Capture
in the top menu bar. Crop the exported bitmap to remove all the "white area," then resize the entire image from 840x840 to 1024x1024. Perfect!
Quote:
There is nothing special about the $filename.bmp It's a normal bitmap. The invisibility comes form the material editor,, where you not only set it to transparent by default, but designate it as a VC panel material.
That is not entirely correct. The "$" prefix is a special flag that tells FS that the texture should be "auto-generated" on the fly. Leave the "$" prefix off and it will fail to work...
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #33 -
Jan 1
st
, 2009 at 3:59pm
Brett_Henderson
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EVERY OUTER MARKER SHOULD
BE AN NDB
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Posts: 3593
Yeah.. lotsa cross-talk.. as in jumping from one concept to another, before fully understanding any of them.. This "shotgun" method has merit though.. in forcing you to see how important it is to take it slow.
We've been discussing VC panel techniques that assume an understanding of Gmax modeling, materials and mapping. Just touching on all of those, trying to explain things, is.. well THIS..lol
I've gathered that what you're trying to get at, is to modify a VC. Aside from swapping gauges that cannot be moved.. it can't really be done, without editing the model.
Quote:
So after you make this square 2D panel with all the gauges on it, you just make it transparent and designate it as a VC panel. But then that particular file doesn't actualy have to exist anymore after that? I saw in this viewer where a surface had a $Vtexture assigned to it and there was a gauge attatched to that but the $Vtexture file doesn't exist anywhere. So actualy what you create is just coordinates for the gauge to be placed at/on, correct? So the only way to alter where this non existent surface is, and therefore where the gauge goes, is in an actual mdl type editing software (which is WAY over my head). And in the VC, you can't just assign a gauge to any surface like in a 2D panel, it has to be one of these transparent, non existent surfaces that are designated as VC material.
Yes, and yes.. I think you've got as good a grasp on it as is possible, without getting into the modeling...
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Reply #34 -
Jan 2
nd
, 2009 at 2:28pm
Fr. Bill
Offline
Colonel
I used to have a life;
now I have GMax!
Hammond, IN
Gender:
Posts: 962
Brett_Henderson wrote
on Jan 1
st
, 2009 at 3:59pm:
Yeah.. lotsa cross-talk.. as in jumping from one concept to another, before fully understanding any of them.. This "shotgun" method has merit though.. in forcing you to see how important it is to take it slow.
Amen that that! Even after all the years I've been doing FS modeling and gauge programming for a living, there's still a
lot
I have yet to learn...
The chief problem with FS is that there's really no such thing as a linear learning path, except within very carefully defined specialty areas...
...even then however, there is so much "codependency" that one must learn
many
concepts and disciplines simultaneously, because the entire "aircraft project" is a gestalt entity.
Without a solid foundation in basic math for example, one could simply not begin to understand calculus...
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #35 -
Jan 2
nd
, 2009 at 3:33pm
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
gestalt
:
Quote:
A physical, biological, psychological, or symbolic configuration or pattern of elements so unified as a whole that its properties cannot be derived from a simple summation of its parts.
That's my new, favorite word
I always think of building an aircraft model, as writing a book.. where you not only need to learn how to tell a story.. and use proper grammar. But also need to learn how to harvest lumber.. make it into paper.. mix a good ink recipe.. get a transcript through a printing press.. pick up some book-binding skills to make it all come together..
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