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.
[color=#000000]
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.
n2. 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 VCockpit
nn entries, you'll see that they use textures who's names have a $ prefix (such as $VC_01 or such).
In order to use the 'grid overlay trick' with the actual gauge projections, you would need to create a 24bit .bmp file, place it in the ..\panel folder, and edit the panel.cfg file to add an entry to each VCockpit entry like this, and comment out (//) the actual gauge definitions so they won't cover up the 24bit overlay:
- Code: Select all
//--------------------------------------------------------
[Vcockpit01]
file_1024=CII_VC_01.bmp // 24bit .bmp file in the ../panel.nn folder
size_mm=1024,1024
visible=0
pixel_size=1024,1024
texture=$CII_VC_01
//gauge00=escitII_variables!escxvariavles,