FSSC,Exclude (and now EOD) Questions

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Re: FSSC,Exclude (and now EOD) Questions

Postby smartguy24 » Thu Dec 14, 2006 3:41 pm

Ah...thats what I get for messing around in that screen.

Thanks very much Franky and Hagar.
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Re: FSSC,Exclude (and now EOD) Questions

Postby smartguy24 » Sat Dec 16, 2006 2:14 pm

*Sigh*

Just can't get anything to work right it seems.

Figured out how to texture and API the thing...but when I export the building to Flight Simulator...the building shape shows up...but the textures don't.

For the record, I made my own textures...followed the instructions about converting in the tutorial, but the fact they aren't showing up has me baffled.

On another note, how do I add jetways with their gate numbers on top?
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Re: FSSC,Exclude (and now EOD) Questions

Postby Hagar » Sat Dec 16, 2006 7:20 pm

*Sigh*

Just can't get anything to work right it seems.

Figured out how to texture and API the thing...but when I export the building to Flight Simulator...the building shape shows up...but the textures don't.

For the record, I made my own textures...followed the instructions about converting in the tutorial, but the fact they aren't showing up has me baffled.

Did you paste copies of the textures into the Texture folder of your new scenery? These must be in a format that FS can read, just like aircraft textures.
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Re: FSSC,Exclude (and now EOD) Questions

Postby smartguy24 » Sat Dec 16, 2006 9:50 pm

Well yeah...I made sure those files were in the "texture" folder of the new scenery. I don't know...me thinks I'm switching to GMAX   8-)
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Re: FSSC,Exclude (and now EOD) Questions

Postby Hagar » Sun Dec 17, 2006 4:32 am

[quote]I don't know...me thinks I'm switching to GMAX
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Re: FSSC,Exclude (and now EOD) Questions

Postby Franky_4_Fingers » Sun Dec 17, 2006 11:35 pm

GMAX is alot harder then EOD, believe me the hair i toar out never grew back. Maybe you could explain what you did step by step so that we can see what you missed.
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Re: FSSC,Exclude (and now EOD) Questions

Postby smartguy24 » Tue Dec 19, 2006 5:43 pm

I'm aware of the steep learning curve with Gmax...but doesn't it give you better results than EOD would?

Anyway...here's one last hail mary in hopes this helps somebody fix my problem.

But first...here's the tutorial I used: http://www.simviation.com/cgi-bin/syb.c ... irport.zip

I should probably mention I got along just fine with using the default FS2004 textures...its when I started making and converting my own that things got whacky.

The very last section in the tutorial..."DXTBMP - Creating Your Own textures" I think is where my problem is.

It says name in the 8.3 format...hmm, does that really matter in the end if its not named in that format? It would still show up wouldn't it? Cause the few custom textures I experimented with aren't even close to having an 8 character file name. Maybe thats my problem?

But yeah...anyways, I created the textures in Paint Shop Pro 9, saved them as BMP's. Then converted those BMP's into DXT1's. But it wouldn't work.

On another note...how do I put in jetways? Rwy12?
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Re: FSSC,Exclude (and now EOD) Questions

Postby Hagar » Tue Dec 19, 2006 6:06 pm

I'm aware of the steep learning curve with Gmax...but doesn't it give you better results than EOD would?

It will give you more detailed results but texturing might be a lot more difficult than in EOD.

Anyway...here's one last hail mary in hopes this helps somebody fix my problem.

But first...here's the tutorial I used: http://www.simviation.com/cgi-bin/syb.c ... irport.zip

I should probably mention I got along just fine with using the default FS2004 textures...its when I started making and converting my own that things got whacky.

The very last section in the tutorial..."DXTBMP - Creating Your Own textures" I think is where my problem is.

It says name in the 8.3 format...hmm, does that really matter in the end if its not named in that format? It would still show up wouldn't it? Cause the few custom textures I experimented with aren't even close to having an 8 character file name. Maybe thats my problem?

I've just scanned through that tute. It specifies using the "8.3 format" so this must be for a reason. I suspect that SCASM can only handle file names up to 8 digits. If your file names are less than that it shouldn't be a problem. Make sure the DXT1 textures are actually in the Texture folder of your new scenery.

To check this out you could try saving your textures in 8-bit format direct from PSP9 instead of using DXTBmp. Make sure the file names are exactly the same as the ones you assigned to your EOD project.

PS. Just had a thought. Make sure your new textures are the correct size. 256x256, 512x512 etc.
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Re: FSSC,Exclude (and now EOD) Questions

Postby smartguy24 » Tue Dec 19, 2006 10:18 pm

Just had a thought. Make sure your new textures are the correct size. 256x256, 512x512 etc.


Thats the one thing I know I've done right.

I had come up with a method to fix my problem earlier...after slipping my mind now.

Meanwhile, hopefully you can answer me this question too...how do you add jetways to a scenery?
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Re: FSSC,Exclude (and now EOD) Questions

Postby Hagar » Wed Dec 20, 2006 4:24 am

Meanwhile, hopefully you can answer me this question too...how do you add jetways to a scenery?

Using your present methods & utilities you could find a jetway API macro & import it into your scenery with FSSC. This would be a normal static scenery object. I'm sure theres some posted in the Macros section.
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Re: FSSC,Exclude (and now EOD) Questions

Postby Franky_4_Fingers » Wed Dec 20, 2006 1:56 pm

Then converted those BMP's into DXT1's. But it wouldn't work.


Bingo! The help file in EOD explains the texture compatability.

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Re: FSSC,Exclude (and now EOD) Questions

Postby Hagar » Wed Dec 20, 2006 2:01 pm

Bingo! The help file in EOD explains the texture compatability.

Well done Franky but that doesn't necessarily mean that FS can't read DXT1 format. It would be a little more complicated but you could use two sets of textures in different formats, one set in a format EOD can read & the DXT format for the new scenery in FS. I believe this is the way it's done in Gmax.

PS. It would obviously be easier to use a format that EOD CAN read. There's plenty of choice.
Link to that Help page online. ---> http://www.echos.ch/eod/help/texturen.htm
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Re: FSSC,Exclude (and now EOD) Questions

Postby smartguy24 » Wed Dec 20, 2006 2:22 pm

Ok...now I'm lost again...

The tutorial says this:

"If you are creating your own textures, you need to use DXTBMP to convert them from normal bitmaps into DXT1 format bitmaps (this format is used by FS2004)"

So I'm guessing FS readability wins out over EOD readability.

What does "EOD can't read this file format" mean anyway? I can still use DXT1 with EOD to texture the buildings can't I?

Me thinks I'm going to rename them into an 8.3 format. See where that gets me.
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Re: FSSC,Exclude (and now EOD) Questions

Postby Hagar » Wed Dec 20, 2006 2:28 pm

Ok...now I'm lost again...

The tutorial says this:

"If you are creating your own textures, you need to use DXTBMP to convert them from normal bitmaps into DXT1 format bitmaps (this format is used by FS2004)"

So I'm guessing FS readability wins out over EOD readability.

What does "EOD can't read this file format" mean anyway? I can still use DXT1 with EOD to texture the buildings can't I?

The EOD tute that Franky posted (also see my link) plainly states that DXT1 format can't be read by EOD. This means that it would be impossible to assign DXT1 textures to your new objects when you're creating them. It lists plenty of other formats you can use so why not try one?
Last edited by Hagar on Wed Dec 20, 2006 2:31 pm, edited 1 time in total.
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Re: FSSC,Exclude (and now EOD) Questions

Postby smartguy24 » Wed Dec 20, 2006 4:52 pm

It lists plenty of other formats you can use so why not try one?


I certainly can I suppose...but did you miss the part in brackets that says "this format is used by FS2004"?

Wouldn't I be wasting my time by reformatting the textures? They still wouldn't be showing up.

And why would the tutorial be telling me to use DXT1 with EOD when its very clear that they don't work?
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