Texture Conversion

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Texture Conversion

Postby brittair » Tue Jan 04, 2005 8:48 am

Anybody had any problems with FSDSv2.24 texture convertor?.  It was working fine i.e. converting 24bit to 16 or 32 bit in FSDSv2 but since I downloaded the upgrade it tells me all my textures are 24bit (even the old I know I have convereted an using in FS2k2) and when you use the convertor it does not seem to work??

I have emailed Abacus but no reply yet.  Just wondered is anyone else has had a problem or if you have upgraded to FSDSv2.24 is yours okay???

Thanks brittair
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Re: Texture Conversion

Postby andyjohnston.net » Tue Jan 04, 2005 6:43 pm

I've never used the texture converter, but FSDS says my textures are 24 bit even if they've been converted using dxtbmp.
Last edited by andyjohnston.net on Tue Jan 04, 2005 6:45 pm, edited 1 time in total.
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Re: Texture Conversion

Postby brittair » Wed Jan 05, 2005 3:31 am

Tried it though and a new texture will not convert so does not show up in FS.
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Re: Texture Conversion

Postby CAFedm » Wed Jan 05, 2005 1:23 pm

Have you tried uninstalling the program, then reinstalling using the disc - of course make a back-up of whatever projects you were working on?  I haven't downloaded any upgrades but appreciate your pointing out this potential issue.  
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Re: Texture Conversion

Postby brittair » Thu Jan 06, 2005 4:32 am

I was waiting to see what Abacus say, but yes I am still waiting!!.  Maybe I will just reinstall it so I can get back to the project I am working on.  Thanks.
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Re: Texture Conversion

Postby bm » Thu Jan 06, 2005 6:22 am

I personally wouldn't bother using abacus texture converter if its causing problems. If you use irfanview or PSP etc. to decrease color depth to 8bit (best for FS scenery) and create your Bmp FSDS will have no problem. Then when you are ready to package up your scenery and have done all your tinkering convert them to DXT to improve performance and lower file size with DXTBmp : http://www.mnwright.btinternet.co.uk/pr ... dxtbmp.htm

May not be the right way but it works for me!

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Re: Texture Conversion

Postby brittair » Thu Jan 06, 2005 7:03 am

Thanks Birdman, how's the defrosting going?

I downloaded DXTbmp yesterday but all this DXT, alpha this and 444-4 that left my head spinning.  I am sure I will get to the hang of it soon so I can finish of Leeming.  I am going to try the suggestion for reducing the Leeming Textures.
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Re: Texture Conversion

Postby bm » Thu Jan 06, 2005 8:01 am

Everything about scenery designing is out there to confuse you thats for sure! FSDS2 wont be able to handle the DXT files so make sure you convert them after you've finished using FSDS.

Welcome to the world of _lm, _su, _sp, _wi, _hw, _fa, DXT, Alpha 444-4, the list goes on (infinitely)..... Theres no going back.....

Thawing nicely in the heat of the English winter!  

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Re: Texture Conversion

Postby brittair » Thu Jan 06, 2005 8:11 am

Birdman, Meant to say, i got FS9 now, so installed leeming.  

I note from your post that you had flickering and the area your pic showed was the main dispersal.  When I tried it,  the main dispersal does not show at all !!!! ahhhhh
To make it worse,  any other area that uses a polygon created in FSSC does not show either so got something look at there.  Anyway will post more detail at UKSD when I have had more time to look at it.  Thanks again  
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Re: Texture Conversion

Postby bm » Fri Jan 07, 2005 12:07 pm

I had the same problem but sorted it this morning ( ;D) with Kemble (now released for Beta testing). Next time I log onto my FS OS I'll take a look and see what did it, I'll post it in your RAF leeming forum at uksd.

That should sort the flickering - have to look in more detail at the missing one once you post details.

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Re: Texture Conversion

Postby brittair » Sun Jan 09, 2005 7:57 am

Thanks will look into UKSD soon.  Just a bit busy with my MA assingments at the moment.
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Re: Texture Conversion

Postby Hagar » Sun Jan 09, 2005 8:07 am

Everything about scenery designing is out there to confuse you thats for sure! FSDS2 wont be able to handle the DXT files so make sure you convert them after you've finished using FSDS.

FSDS2 should read DXT1 & DXT3 textures. I'm not sure I would use FSDS for ordinary scenery objects like buildings. Unless you wish to place them separately I find the simple EOD objects much better & far less graphics intensive. It's usually best to use the same texture format as the default objects in the sim you're designing for. This can be most of the Extended BMP formats. Look in DXTBmp Help for guidance on compatability. Standard 8-bit BMPs work very well on test pieces.
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Re: Texture Conversion

Postby brittair » Tue Jan 11, 2005 3:46 am

Thanks for the info.  May well have a look at EOD as it seems pretty popular.  Brittair
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Re: Texture Conversion

Postby robertpear » Tue Jan 11, 2005 3:47 pm

I have been using FSDS2 to buildings for quite awhile now and have had very good results. I always run texture bitmaps trough DXT to make them compatible. EOD and VOD make basically the same .api files as FSDS2 and are essentially the same.
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Re: Texture Conversion

Postby brittair » Wed Jan 12, 2005 8:51 am

What format do most people use for textures???

I have had a brief look at DXTbmp and still getting my head round it.  I would be interested to know what everyone else uses for a straight forward basic building macro.
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