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Textures assigned to panels, etc. (Read 1446 times)
Dec 29th, 2008 at 8:53pm

brettt777   Offline
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If I use an MDL editor/compiler/viewer to look at .mdl files, will I be able to see what texture is assigned where? I'm not really wanting to edit any mdl's; from what I've been told, that is WAY over my head and you're better off starting from scratch and making a new .mdl. I just want to see what texture is suppose to be where, like in a VC.
 
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Reply #1 - Dec 30th, 2008 at 7:04am

Brett_Henderson   Offline
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If you open a Gmax file within Gmax.. the materials list shows which parts they're applied to... and if the materials are currently in a format that Gmax can "see".. the texturing will show up on the part in the viewport; albeit a very VERY low resolution (almost unuseable.. barely enough to confirm for you that it has been applied)... proper alignment is more a geometry/math problem that you solve before application.

If you just want to sort out a VC texture.. Open and convert it to an editbale format.. add a layer that includes a semi-transparent, color-coded grid.. convert it back to DDS (or whatever it was)... and run the sim..  

If you're asking about a program that decompiles MDL files.. I'm not sure. I guess they'd have to be able to decompile them into something editable (like a gmax file).. and then you could open it with that program..
 
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Reply #2 - Dec 30th, 2008 at 7:59pm

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Brett_Henderson wrote on Dec 30th, 2008 at 7:04am:
If you open a Gmax file within Gmax.. the materials list shows which parts they're applied to... and if the materials are currently in a format that Gmax can "see".. the texturing will show up on the part in the viewport; albeit a very VERY low resolution (almost unuseable.. barely enough to confirm for you that it has been applied)... proper alignment is more a geometry/math problem that you solve before application.

If you just want to sort out a VC texture.. Open and convert it to an editbale format.. add a layer that includes a semi-transparent, color-coded grid.. convert it back to DDS (or whatever it was)... and run the sim..  

If you're asking about a program that decompiles MDL files.. I'm not sure. I guess they'd have to be able to decompile them into something editable (like a gmax file).. and then you could open it with that program..  


What I'm trying to do is see what texture is assigned to what parts of a VC model. I am not sure how adding a layer to a .dds file will do that but I will try it. When assigning textures, can a .dds file be used on top of a .bmp or vice versa? Also, I don't suppose an .mdl file can be converted to a Gmax file somehow, can it?
 
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Reply #3 - Dec 31st, 2008 at 7:14am

Brett_Henderson   Offline
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First open a DDS file with DxtBmp and you can get a pretty good idea of where the texture is mapped.. and to further narrow it down, you apply a grid layer:

...


Now, obviously that's a quick and dirty grid.. you'd have to take you're time and make one that is more useable.. more detailed and more color coded.. perhaps semi-transparent areas of complete color (as opposed to lines.. or even color-coded dots on specific areas,, whatever it takes to refine your hunt..

Then run the sim and start sorting it out  Smiley

...


As for decompiling models.. there is software out there, but I'm not familiar with it.. and have heard it's buggy at best. There are issues converting model source files themselves, from one already uncompiled format to another.. I'd not want to invest my modeling effort, counting ona decompiler... unless there's a specific problem i'm trying to correct.

 
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Reply #4 - Dec 31st, 2008 at 12:56pm

brettt777   Offline
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So a model surface is assigned a texture when it is constructed, right? I have played with Gmax a bit and done that. When the texture is assigned and then run in a game, does said surface look for the entire texture name including the extention as in textureA.bmp or textureA.dds? Or does it just look for the name and not the extention... like just textureA? Also, can a gauge file be assigned to any kind of texture file like .bmp or .dds? Sorry for all the questions.
 
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Reply #5 - Dec 31st, 2008 at 2:22pm

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brettt777 wrote on Dec 31st, 2008 at 12:56pm:
So a model surface is assigned a texture when it is constructed, right? I have played with Gmax a bit and done that. When the texture is assigned and then run in a game, does said surface look for the entire texture name including the extention as in textureA.bmp or textureA.dds? Or does it just look for the name and not the extention... like just textureA? Also, can a gauge file be assigned to any kind of texture file like .bmp or .dds? Sorry for all the questions.


Yeah.. let's keep the terminolgy straight, though, or it gets confusing in a hurry.

Materials are what get assigned to a part in Gmax..

A "material" is created with the material editor.. It will consist of at least one bitmap (
diffuse
), or as many as three (
diffuse
, spec, bump). It can also have an 'effect' bitmap assigned (fresnel and reflection). Then are also several settings to adjust.. Material editing is a course study unto itself.. but for now, it's just important to know what it is. And to know that the
diffuse
bitmap is like the "master" name.. It's the one FSX looks for when when rendering the model. The associated bitmaps can have any name, but it's easiest to name them similar to the diffuse.. (i.e..
C185_T
 will use C_185_T_spec  and/or C185_T_bump..  etc.) These extra bitmaps are assigned within the material editor. they're kinda like alpha channels (even though they have their own alpha channels).

Then.. the UVW mapping determines what area of the material ends up on the part; how it's oriented and sized, etc... You can even get more precise, by mapping to specific polygons, instead of the whole part. UVW mapping too, is a course study..

The file naming and file type is pretty straight forward. The extensions aren't important (other than that the be the proper extension for the file-type). The name(s) used in Gmax, must match the names used for the final product. The only difference is file types...

Here's how I do it:

I do all my texture work in a layered PSP file.. then save it as a normal 24bit bitmap, because Gmax can see that when you're applying the material. Then.. when I need to render the model.. I'll change the name of that bitmap, by adding an "x" to the beginning of the name (this keeps FSX from trying to use it). Then, I'll load that "x" file into DxtBmp for adding the alpha channel (the alpha is a regular bitmap with a name that neither Gmax or FSX will look for), and save it as an extended (DXT5)bitmap using the original file name, but with a "z" at the beginning of the name (this again allows me to keep it in the texture folder and FSX will not try to use it). THEN.. I load the "z" file into ImageTool and convert it into a DDS file and save IT under the regular file name. THAT'S how FSX will find the proper DDS file to use..

Confused yet ?  Cheesy

Here's a little flow-chart:

C185_T.bmp
(as saved from PSP) for use while modeling.

Rename it  
xC185_T.bmp
  when I'm ready to look at the model in FSX.

 
xC185_T.bmp  
gets loaded into DxtBmp where    C185_T_alpha.bmp   is added as the alpha-channel, and then saved as  
zC185_T.bmp  
in DXT5 format. (quick note..  THIS format is seen by FSX, so you can save the next step until you REALLY want to test things)(just don't add the "z" to the name).

Load  
zC185_T.bmp  
into ImageTool and save as  
C185_T.dds



 
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Reply #6 - Dec 31st, 2008 at 2:22pm

Fr. Bill   Offline
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brettt777 wrote on Dec 31st, 2008 at 12:56pm:
So a model surface is assigned a texture when it is constructed, right? I have played with Gmax a bit and done that. When the texture is assigned and then run in a game, does said surface look for the entire texture name including the extention as in textureA.bmp or textureA.dds? Or does it just look for the name and not the extention... like just textureA? Also, can a gauge file be assigned to any kind of texture file like .bmp or .dds? Sorry for all the questions.


FSX looks for a specific filename, but has a set priority order when it searches for texture extensions:

1. DDS
2. BMP

Also, there's a specific folder order search:

1. livery's folder ..\aircraftname\texture.n
2. root folder of a/c ..\aircraftname\texture
3. default FSX folder ..\FSX\Texture

Gauges in a virtual cockpit are displayed on "dynamicaly created textures." If you look in the panel.cfg file at the VCockpitnn entries, you'll see that they use textures who's names have a $ prefix (such as $VC_01 or such).

In order to use the 'grid overlay trick' with the actual gauge projections, you would need to create a 24bit .bmp file, place it in the ..\panel folder, and edit the panel.cfg file to add an entry to each VCockpit entry like this, and comment out (//) the actual gauge definitions so they won't cover up the 24bit overlay:
Code:
//--------------------------------------------------------
[Vcockpit01]
file_1024=CII_VC_01.bmp // 24bit .bmp file in the ../panel.nn folder
size_mm=1024,1024
visible=0
pixel_size=1024,1024
texture=$CII_VC_01 



//gauge00=escitII_variables!escxvariavles,  1,0,1,1
//gauge01=ESDG_Citation II!CitationII_Preflight,  0,0,1,1,ESDG\Cessna Citation II SP2 1.5\CII_Preflight
//gauge02=ESDG_Citation II!CitationII_Elec2,  1,799,625,138
//gauge03=ESDG_Citation II!CitationII_Airspeed,  577,174,220,218
//gauge04=ESDG_Citation II!CitationII_AP_ModeSelector,  1,462,400,157

 

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Reply #7 - Dec 31st, 2008 at 2:32pm

Fr. Bill   Offline
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That's an interesting work flow, Brett.  I use a somewhat simpler one myself:

1. Use Photoshop or PSP to maintain the layered master(s) as .PSD type files.

2. Assign the filename.psd file in Max/GMax

3a. Flip Vertically, then use the nVidea plugin with Photoshop to export .DDS files directly for FSX consumption.

3b. Use Imagetool to convert PSP .PSD files directly to .DDS for FSX consumption. Imagetool performs the Flip Vertically automatically.
 

Bill
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Reply #8 - Dec 31st, 2008 at 2:35pm

Brett_Henderson   Offline
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Yeah.. lol  My way might be more clumsy.. but it's like a strict routine.. keeps me from messing things up (like fighting to find a chrome recipe, and realizing that FSX has not been using each tweak I add, because I got lazy in the re-naming regiment..

Embarrassed
 
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Reply #9 - Dec 31st, 2008 at 4:25pm

brettt777   Offline
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Fr. Bill wrote on Dec 31st, 2008 at 2:22pm:
brettt777 wrote on Dec 31st, 2008 at 12:56pm:
So a model surface is assigned a texture when it is constructed, right? I have played with Gmax a bit and done that. When the texture is assigned and then run in a game, does said surface look for the entire texture name including the extention as in textureA.bmp or textureA.dds? Or does it just look for the name and not the extention... like just textureA? Also, can a gauge file be assigned to any kind of texture file like .bmp or .dds? Sorry for all the questions.


FSX looks for a specific filename, but has a set priority order when it searches for texture extensions:

1. DDS
2. BMP

Also, there's a specific folder order search:

1. livery's folder ..\aircraftname\texture.n
2. root folder of a/c ..\aircraftname\texture
3. default FSX folder ..\FSX\Texture

Gauges in a virtual cockpit are displayed on "dynamicaly created textures." If you look in the panel.cfg file at the VCockpitnn entries, you'll see that they use textures who's names have a $ prefix (such as $VC_01 or such).

In order to use the 'grid overlay trick' with the actual gauge projections, you would need to create a 24bit .bmp file, place it in the ..\panel folder, and edit the panel.cfg file to add an entry to each VCockpit entry like this, and comment out (//) the actual gauge definitions so they won't cover up the 24bit overlay:
Code:
//--------------------------------------------------------
[Vcockpit01]
file_1024=CII_VC_01.bmp // 24bit .bmp file in the ../panel.nn folder
size_mm=1024,1024
visible=0
pixel_size=1024,1024
texture=$CII_VC_01 



//gauge00=escitII_variables!escxvariavles,  1,0,1,1
//gauge01=ESDG_Citation II!CitationII_Preflight,  0,0,1,1,ESDG\Cessna Citation II SP2 1.5\CII_Preflight
//gauge02=ESDG_Citation II!CitationII_Elec2,  1,799,625,138
//gauge03=ESDG_Citation II!CitationII_Airspeed,  577,174,220,218
//gauge04=ESDG_Citation II!CitationII_AP_ModeSelector,  1,462,400,157



About the panel.cfg Vcockpit thing...Why does it say a file name and then a texture name? What's the difference? Which one of them is actualy the texture, er sorry, MATERIAL that is assigned to a surface on the model? And why do some Vcockpit entries have a texture but no file name and some don't have anything?
 
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Reply #10 - Dec 31st, 2008 at 4:30pm

brettt777   Offline
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brettt777 wrote on Dec 31st, 2008 at 4:25pm:
Fr. Bill wrote on Dec 31st, 2008 at 2:22pm:
brettt777 wrote on Dec 31st, 2008 at 12:56pm:
So a model surface is assigned a texture when it is constructed, right? I have played with Gmax a bit and done that. When the texture is assigned and then run in a game, does said surface look for the entire texture name including the extention as in textureA.bmp or textureA.dds? Or does it just look for the name and not the extention... like just textureA? Also, can a gauge file be assigned to any kind of texture file like .bmp or .dds? Sorry for all the questions.


FSX looks for a specific filename, but has a set priority order when it searches for texture extensions:

1. DDS
2. BMP

Also, there's a specific folder order search:

1. livery's folder ..\aircraftname\texture.n
2. root folder of a/c ..\aircraftname\texture
3. default FSX folder ..\FSX\Texture

Gauges in a virtual cockpit are displayed on "dynamicaly created textures." If you look in the panel.cfg file at the VCockpitnn entries, you'll see that they use textures who's names have a $ prefix (such as $VC_01 or such).

In order to use the 'grid overlay trick' with the actual gauge projections, you would need to create a 24bit .bmp file, place it in the ..\panel folder, and edit the panel.cfg file to add an entry to each VCockpit entry like this, and comment out (//) the actual gauge definitions so they won't cover up the 24bit overlay:
Code:
//--------------------------------------------------------
[Vcockpit01]
file_1024=CII_VC_01.bmp // 24bit .bmp file in the ../panel.nn folder
size_mm=1024,1024
visible=0
pixel_size=1024,1024
texture=$CII_VC_01 



//gauge00=escitII_variables!escxvariavles,  1,0,1,1
//gauge01=ESDG_Citation II!CitationII_Preflight,  0,0,1,1,ESDG\Cessna Citation II SP2 1.5\CII_Preflight
//gauge02=ESDG_Citation II!CitationII_Elec2,  1,799,625,138
//gauge03=ESDG_Citation II!CitationII_Airspeed,  577,174,220,218
//gauge04=ESDG_Citation II!CitationII_AP_ModeSelector,  1,462,400,157



About the panel.cfg Vcockpit thing...Why does it say a file name and then a texture name? What's the difference? Which one of them is actualy the texture, er sorry, MATERIAL that is assigned to a surface on the model? And why do some Vcockpit entries have a texture but no file name and some don't have anything?



On the file name thing, if it doesn't really care about the extention then I could theoretically replace a .dds file with a .bmp of the same name and it should use it instead or does it have to have the .dds file? What is the difference of using a .dds file for a material as opposed to a .bmp?
 
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Reply #11 - Dec 31st, 2008 at 5:01pm

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Quote:
On the file name thing, if it doesn't really care about the extention then I could theoretically replace a .dds file with a .bmp of the same name and it should use it instead or does it have to have the .dds file? What is the difference of using a .dds file for a material as opposed to a .bmp?


Which "it" do you mean ?
  Gmax cant see DDS files or extended bitmaps..  you cant add them to a material, nor see them while modeling.

FSX can't see regular bitmaps  (FS9 could see 8bit ones if I remember right).. they have to be extended bitmaps, or DDS files for use in FSX.

The extensions  ARE important in regards to file type.. (FSX sees DDS and realizes it doesn't have to "flip" it (DDS files need to be pre-flipped (ImagrTool does that for you).

 
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Reply #12 - Dec 31st, 2008 at 5:53pm

brettt777   Offline
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So which file type of "material" is it that gauges can be attatched to? I see .bmp's used but can .dds files be used as well? I see some that all the textures in the texture folder are.dds files, but then the files listed in the panel.cfg are all .bmp. So that's the only ones that be assigned gauges? And if it is, what kind of .bmp's are they...16 bit, 24 bit or some other special thing?
 
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Reply #13 - Dec 31st, 2008 at 6:26pm

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Ok.. now you're going off on a tangent.. Lemme 'splain  Smiley

All of the "textures" (they're textures after the model is compiled)(materials in Gmax), in the Texture folder are for the 3D model.

The bitmaps in the panel folder are 2D images for the 2D panel.. they have nothing to do with the VC . The VC is as much a model as the plane itself. It's 3-dimensional and needs to be textured.

Now, you've opened up another topic that will complicate things... so here goes..lol

The gauges in a VC are indeed, kinda "attached" to a bitmap. But you'll never see that bitmap in  finished model. It's a bitmap in the truest "map" sense of the word. The gauges are made into a material, and mapped onto the gauge polygons. It's strange process that we'll leave mysterious for now. You'll have your hands full figuring out materials and mapping for regular modeling.
 
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Reply #14 - Dec 31st, 2008 at 7:42pm

brettt777   Offline
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Brett_Henderson wrote on Dec 31st, 2008 at 6:26pm:
All of the "textures" (they're textures after the model is compiled)(materials in Gmax), in the Texture folder are for the 3D model.

The bitmaps in the panel folder are 2D images for the 2D panel.. they have nothing to do with the VC . The VC is as much a model as the plane itself. It's 3-dimensional and needs to be textured.



So does that mean that the VC will only look at bmp's or dds's in the texture folder and never look at the panel folder at all?
 
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Reply #15 - Dec 31st, 2008 at 7:51pm

brettt777   Offline
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Also, could you explain what the "file=" and "texture=" entries are in a VC? Which one are the gauges actualy attatched to, or are they on something completely different? And why do some VCxx have texture but no file, or nothing at all? Again I am sorry for all the questions but I hate not understanding how something works.
 
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Reply #16 - Dec 31st, 2008 at 7:57pm

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brettt777 wrote on Dec 31st, 2008 at 7:42pm:
Brett_Henderson wrote on Dec 31st, 2008 at 6:26pm:
All of the "textures" (they're textures after the model is compiled)(materials in Gmax), in the Texture folder are for the 3D model.

The bitmaps in the panel folder are 2D images for the 2D panel.. they have nothing to do with the VC . The VC is as much a model as the plane itself. It's 3-dimensional and needs to be textured.



So does that mean that the VC will only look at bmp's or dds's in the texture folder and never look at the panel folder at all?

This seems to be getting a tad complicated. I'm assuming the principle is basically the same in FSX as in previous versions of FS.

The VC is part of the 3D visual model & the relevant textures are in the Texture folder. The VC gauges (in what we used to call the DVC) are "projected" onto a transparent screen just in front of the panel texture. The transparent screen is the texture prefixed $ in Panel.cfg. This texture doesn't actually exist although I've seen them included with some aircraft, presumably for reference when placing the VC gauges.
 

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Reply #17 - Dec 31st, 2008 at 8:02pm

Brett_Henderson   Offline
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Quote:
So does that mean that the VC will only look at bmp's or dds's in the texture folder and never look at the panel folder at all?




Yes .. none of the bitmaps in the panel folder are used in the VC

They are nothing mmore than 2D background images for the 2D panel..  they aren't mapped to anything.

NOW.. the panel.cfg file (in the panel folder) is where the the VC gauge layout is defined.. and the "never see it after compiling" texture for the gauge material is listed there too. But it's only used by Gmax.. and can be completely discarded after compiling.
 
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Reply #18 - Dec 31st, 2008 at 8:07pm

Brett_Henderson   Offline
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Quote:
The VC is part of the 3D visual model & the relevant textures are in the Texture folder. The VC gauges (in what we used to call the DVC) are "projected" onto a transparent screen just in front of the panel texture. The transparent screen is the texture prefixed $ in Panel.cfg. This texture doesn't actually exist although I've seen them included with some aircraft, presumably for reference when placing the VC gauges.


It's changed a little.. though it's not a new change because this technique was used in fs9.. in that you don't use a "screen" at the panel. You use individual polygon screens for each gauge. If you use the old "big screen" method.. gauge resolution suffers greatly..
 
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Reply #19 - Dec 31st, 2008 at 8:08pm

brettt777   Offline
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Brett_Henderson wrote on Dec 31st, 2008 at 8:02pm:
Quote:
So does that mean that the VC will only look at bmp's or dds's in the texture folder and never look at the panel folder at all?




Yes .. none of the bitmaps in the panel folder are used in the VC

They are nothing mmore than 2D background images for the 2D panel..  they aren't mapped to anything.

NOW.. the panel.cfg file (in the panel folder) is where the the VC gauge layout is defined.. and the "never see it after compiling" texture for the gauge material is listed there too. But it's only used by Gmax.. and can be completely discarded after compiling.


So this texture, the $textureA at the bottom of a VC entry,  that is listed there but doesn't actualy exist is assigned to a part of a model but you don't ever see it, just the gauges that are projected there, is that somewhat close? What is the file= that is sometimes listed at the top of a VC entry? What does that one do?
 
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Reply #20 - Dec 31st, 2008 at 8:17pm

Brett_Henderson   Offline
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Quote:
Again I am sorry for all the questions but I hate not understanding how something works.


No sorries allowed  Cheesy   Asking is how we learn this stuff. I'm sorry in that I'm not explaining things clearly. Most of the difficulty in grasping this, is that you're biting off a BIG chunk of stuff to understand..  Focus on one little thing at a time and then move on  Smiley
 
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Reply #21 - Dec 31st, 2008 at 8:21pm

Brett_Henderson   Offline
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Quote:
So this texture, the $textureA at the bottom of a VC entry,  that is listed there but doesn't actualy exist is assigned to a part of a model but you don't ever see it, just the gauges that are projected there, is that somewhat close? What is the file= that is sometimes listed at the top of a VC entry? What does that one do?


That's close enough for now. Think of the $ texture as a big picture of all the gauges (kinda like a fuselage texture has many parts on it).. and parts of that texture are mapped to little polygons in the VC model.. and that's what you see as the gauge.
 
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Reply #22 - Dec 31st, 2008 at 8:32pm

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Okay, I think I understand. So I can't just pick a particular texture that I know is at a certain place in the VC and assign a gauge to it. It has to be one of these special invisible or non-existent textures, right?
 
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Reply #23 - Dec 31st, 2008 at 8:44pm

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Correct...   It's not like the 2D panel background bitmap where you can just place a gauge. The nearest thing you can do, is swap a gauge. Like.. if you want to put a VOR where an NDB is.. you can just go into the panel.cfg file and change the name of the gauge. You gotta be careful on sizing though. I make most of my gauge polygons bigger than they need to be, so you'd have a little flexibility with one of my models. But if you go too big, or move the starting coordinates too much, you'll get into an area on that $ texture that is already mapped to some othe polygon, and it will overlap onto that gauge's area.

The main advantage to this method (as opposed to one big "screen"), is that you can place gauges all over the place... and at any angle. The HSI can stand out away from the panel more than the the attitude indicator... and the compass can be on it's own level (and angle).. or a clock can be modeled into the center of a yoke (the clock polygon would be a child part to the yoke)... the possibilites are limitless.
 
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Reply #24 - Dec 31st, 2008 at 10:15pm

brettt777   Offline
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Okay then back to the original question. Using one of these mdl viewers, is it possible to see which invisible texture is assigned where?
What is different about these textures other than they are invisible?
 
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Reply #25 - Dec 31st, 2008 at 10:20pm

brettt777   Offline
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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...?



 
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Reply #26 - Jan 1st, 2009 at 11:11am

Brett_Henderson   Offline
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brettt777 wrote on Dec 31st, 2008 at 10:15pm:
Okay then back to the original question. Using one of these mdl viewers, is it possible to see which invisible texture is assigned where?
What is different about these textures other than they are invisible?


Depends on the viewer. If it can convert (decompile) the model into its original format (say, Gmax).. yes. You could look at the materials page and see which parts (or polygons) are listed as having the $filename assigned to them. And if you have access to the original $filename (doubtful), you could make sure it was in a format viewable in the modeling program and actually SEE the mapping.

However.. most of these decompilers are pretty rough.. in that they "can" give you access to the model, but they tend to collapse modifier stacks (where you see/edit the mapping), and lose material information.


**they're only invisible, because that's how they're defined in the material editor.. they are quite visible inside of the modeling program (they HAVE to be, for you to manipulate them)
 
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Reply #27 - Jan 1st, 2009 at 11:24am

Brett_Henderson   Offline
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brettt777 wrote on Dec 31st, 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...?






I've never used "File="  so I'm not sure.. Here is a typical entry from one of my models..

[VCockpit01]
size_mm=1024,1024
pixel_size=1024,1024
texture=$gauges
background_color=0,0,0

I think "visible=0" is unused in a VC too.. like it's a leftover form 2D windows ..  meaning that its default is to be invisible (like a pop-up radio-stack or GPS).
 
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Reply #28 - Jan 1st, 2009 at 1:23pm

brettt777   Offline
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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?
 
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Reply #29 - Jan 1st, 2009 at 1:58pm

Brett_Henderson   Offline
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brettt777 wrote on Jan 1st, 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.

 
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Reply #30 - Jan 1st, 2009 at 2:24pm

Fr. Bill   Offline
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brettt777 wrote on Dec 31st, 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 VCockpitnn 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 1st, 2009 at 2:28pm

brettt777   Offline
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Brett_Henderson wrote on Jan 1st, 2009 at 1:58pm:
brettt777 wrote on Jan 1st, 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 1st, 2009 at 2:43pm

Fr. Bill   Offline
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Brett_Henderson wrote on Jan 1st, 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...  Wink  
 

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 1st, 2009 at 3:59pm

Brett_Henderson   Offline
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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 2nd, 2009 at 2:28pm

Fr. Bill   Offline
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Brett_Henderson wrote on Jan 1st, 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...  Shocked
 

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 2nd, 2009 at 3:33pm

Brett_Henderson   Offline
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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  Cheesy

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..   Cheesy Cool
 
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