by HarvesteR » Sun Mar 22, 2009 4:20 pm
this difference is called the byte order... it's basically the order in which the image information inside the file is arranged...
usually bitmaps are stored in R8,G8,B8 (red, green, blue; 8 bits per channel, or 24bit bitmap)
then, when you have an alpha channel (transparency), it adds another channel and becomes R8,G8,B8,A8 (red, green, blue, alpha, 8 bits per channel, or 32bit bitmap)
but this particular order may change... some programs may read/write the bitmap differently... as in the alpha channel before the color channels... or other combinations... also they may add more information to the file, such as mip-maps
FS uses one of those different byte orders, namely DXT3 or 5 (which uses mip-maps)... that's why you must convert it before the it will show up in-game
FSX may also make use of .dds textures... which is the DirectX native format... but you will need to have a software that can save .dds files if you want to use that format
Cheers
Last edited by
HarvesteR on Sun Mar 22, 2009 4:24 pm, edited 1 time in total.

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