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Closer to FSX standards ? (Read 606 times)
Jul 11th, 2009 at 8:08am

ShaneG   Offline
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My current FSX install is 99.99% FSX native, meaning NO FS9 port over planes...

except for a Posky 777 (just too nice not to have. Wink )


My question is, what do I need to do to the textures to get them as close to FSX standards as possible?

Would/could/do  I just convert them all to dds format? Huh

All of my Native FSX planes load quick and are graphically problem free.

The posky tends to be VERY slow loading on the textures and some of the VC textures have the usual glitches.

Until someone makes a killer native FSX 777, this is all I've got. Wink


Thanks for the help.  Smiley
 
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Reply #1 - Jul 11th, 2009 at 8:11am

Mitch.   Offline
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Just use DXTBmp and open the desired textures in a graphics program, flip the texture vertically and save. Then in DXTBmp click 'File' then under 'Save as' there should be 'DDS texture' and then replace the old texture. Should work just fine. Hope this helps, if there is a quicker way, I would like to know? Wink
 


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Reply #2 - Jul 11th, 2009 at 8:15am

ShaneG   Offline
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Hmmm, I thought of that, but I'll probably use Image Tool instead, I've heard that DXTBMP doesn't handle dds files properly (although I have used it for them before.)

I just wondered if it would help or have any benefit. Wink

Guess there's only one way to find out. Grin Smiley


 
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Reply #3 - Jul 11th, 2009 at 8:20am

Hagar   Offline
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Quote:
Hmmm, I thought of that, but I'll probably use Image Tool instead, I've heard that DXTBMP doesn't handle dds files properly (although I have used it for them before.)

Whichever utility you use, edit the file extension of the DDS textures to .bmp or they won't show up. Alternatively you could hex-edit the MDL to recognise the new DDS textures.
 

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Reply #4 - Jul 11th, 2009 at 8:21am

ShaneG   Offline
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Let me make sure I read that correctly Doug,

Convert and save as a DDS file, and then right click on it, and change the extension to .bmp?


Just making sure. Wink

I have a HEX editor, but it scares the hell out of me. Grin Wink
 
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Reply #5 - Jul 11th, 2009 at 8:23am

Hagar   Offline
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ShaneG wrote on Jul 11th, 2009 at 8:21am:
Let me make sure I read that correctly Doug,

Convert and save as a DDS file, and then right click on it, and change the extension to .bmp?


Just making sure. Wink

Yep, you got the idea.

PS. It's an old trick we used on earlier MS sims. It might not be necessary in FSX.
 

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Reply #6 - Jul 11th, 2009 at 8:24am

Mitch.   Offline
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I am not too familiar with using ImageTool, is there a tutorial anywhere that gives basic instruction on its use? Because I'm currently repainting at the moment and I've heard some people say that ImageTool is better overall for FSX? Undecided
 


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Reply #7 - Jul 11th, 2009 at 1:42pm

Fr. Bill   Offline
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Hagar wrote on Jul 11th, 2009 at 8:20am:
Quote:
Hmmm, I thought of that, but I'll probably use Image Tool instead, I've heard that DXTBMP doesn't handle dds files properly (although I have used it for them before.)

Whichever utility you use, edit the file extension of the DDS textures to .bmp or they won't show up. Alternatively you could hex-edit the MDL to recognise the new DDS textures.


There is absolutely no need whatever to change the file extension from .dds to .bmp, nor is there any need to hex edit the model to change the extensions.

FSX automatically looks first for .dds files, irrespective of what is in the model file.
 

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Reply #8 - Jul 11th, 2009 at 1:48pm

Hagar   Offline
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Fr. Bill wrote on Jul 11th, 2009 at 1:42pm:
Hagar wrote on Jul 11th, 2009 at 8:20am:
Quote:
Hmmm, I thought of that, but I'll probably use Image Tool instead, I've heard that DXTBMP doesn't handle dds files properly (although I have used it for them before.)

Whichever utility you use, edit the file extension of the DDS textures to .bmp or they won't show up. Alternatively you could hex-edit the MDL to recognise the new DDS textures.


There is absolutely no need whatever to change the file extension from .dds to .bmp, nor is there any need to hex edit the model to change the extensions.

FSX automatically looks first for .dds files, irrespective of what is in the model file.

Thanks for that. I'm a little out of date - again! Embarrassed
 

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Reply #9 - Jul 11th, 2009 at 1:50pm

CAFedm   Offline
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If it matters, here's a way that works for me: first, make a copy of the aircraft's texture folder for safekeeping, and then...

1) Open each bitmap in DXTbmp, save as "Targa with Alpha"

2) Open the newly-created Targa file using Imagetool (NOT DXTbmp), then save in DDS format, and add those textures to your aircraft folder in place of the earlier bitmaps (also discard the targa files)

The only thing is, when using Imagetool, it seems only one file at a time can be open in the window, otherwise upon saving it might save the wrong one. Also upon saving, I just copy the texture filename in the "Save As" box and append with .dds.

Might seem like an extra step or two but it always works, and there is no need to flip images and such.
 

Brian
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Reply #10 - Jul 11th, 2009 at 1:56pm

ShaneG   Offline
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CAFedm wrote on Jul 11th, 2009 at 1:50pm:
If it matters, here's a way that works for me: first, make a copy of the aircraft's texture folder for safekeeping, and then...

1) Open each bitmap in DXTbmp, save as "Targa with Alpha"

2) Open the newly-created Targa file using Imagetool (NOT DXTbmp), then save in DDS format, and add those textures to your aircraft folder in place of the earlier bitmaps (also discard the targa files)

The only thing is, when using Imagetool, it seems only one file at a time can be open in the window, otherwise upon saving it might save the wrong one. Also upon saving, I just copy the texture filename in the "Save As" box and append with .dds.

Might seem like an extra step or two but it always works, and there is no need to flip images and such.



Sounds like the winner to me.  Thank you.  Smiley
 
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