Re: Have we figured out...

FSX including FSX Steam version.

Re: Have we figured out...

Postby Gypsy_Baron » Fri Mar 14, 2008 8:59 pm

... why default aircraft end up with ailerons, elevators, tires, propellers and doors shuffled around when you replace a stock texture with a replacement texture for a stock aircraft? I didn't change anything in the aircraft.cfg I deleted the original texture and renamed the new texture the same as the texture it was replacing. This has been old for too long. Here are a few examples:
-SNIP-

Any thoughts? It seems you should be able to replace textures for default aircraft with textures for default aircraft. Who's cage needs rattling? >:(  >:(  >:(


I've seen that sort of 'behavior when a needed texture was either
missing or corrupted.

Also, to get 'real callsigns' etc, it is best to add the 'real world'
textures and make the necessry modifications to the aircraft.cfg.
Not modifying the default textures.

Say you add a British Airways paint and the texture folder is
'texture.ba'. You add the new configuration section to the
existing aircraft.cfg file, using the next available number.
Most addon paints come with a readme that contains the necessary
text and you only need to change the flightsim.xx number.

Now, to get that paintjob to replace the default AI all you need to
doe is make the4 "Title=" line the same as the default pint title
that is being used for AI and then change the default "Title="
so it is unique. ( No two titles can be the same. ) Just add, say, "default" to that title line.

The title line is what is referenced in the traffic BGL file, so if it
says "Title= something....Paint 1" it doesn't matter what is below
it, or in what aircraft.cfg file it is found. When the traffic BGL
specifies that aircraft with the title "something...Paint 1" FSX will
look for it and when found, use it.

So to sum up...add your new paint texture folder(s).  
Add the new section(s)  to the aircraft.cfg.
Rename the "Title=" line of the texture you are replacing and make
sure your new, added section, has the "Titile=" line changed to
be the same as the one you are replacing before you modified it.

Hope that's not too confusing...

Don't delete or change the default textures unless you are absolutely
certain you know what you are doing. Many addon paints ( textures)
use a 'texture.cfg' file to point to common textures in one or more
of the ndefault texture folderws and if they can't be found, you get
some strange results....

   Paul
Image
User avatar
Gypsy_Baron
1st Lieutenant
1st Lieutenant
 
Posts: 467
Joined: Tue Oct 05, 2004 6:33 pm
Location: Daly City, California

Re: Have we figured out...

Postby Brett_Henderson » Fri Mar 14, 2008 9:03 pm

It's a texture format deal.  I'm away from my FSX computer so I can't reference the texture formats. Notice that it's only animated parts that get skewed ?

In short.. your replacement textures need to be loaded into something like DXTBmp and saved in the proper format..  I'll post more later when I have acess to more info.
Brett_Henderson
Major
Major
 
Posts: 3403
Joined: Fri Oct 08, 2004 7:09 am

Re: Have we figured out...

Postby Brett_Henderson » Sat Mar 15, 2008 9:01 am

Yeah.. in FS9, you could even just use normal bitmaps for textures..

The plot thickens...

There are so many variables. The problem still boils down to texture format on animated parts. Also, when a graphics card is pushed past its limits, an early symptom is the skewing of animated parts.

Also... if a texture was set up to be SP2 compatible, it might have problems running  on FSX that is not SP2.

If you aren't on SP2 and are running an old graphics card...it can get very complicated with alpha channels and spec-bitmaps (and their alphas).. any inconsistency and glass goes opaque, or animated parts go goofy.
Brett_Henderson
Major
Major
 
Posts: 3403
Joined: Fri Oct 08, 2004 7:09 am

Re: Have we figured out...

Postby Fr. Bill » Sat Mar 15, 2008 2:04 pm

[color=#000000]
1. Make sure you have a texture.cfg file in your new repaint folder:

Code: Select all
[fltsim]

fallback.1=..\texture
fallback.2=..\..\..\..\Scenery\Global\texture
fallback.3=..\..\..\..\Texture



This way, you only need to have the repaint texture in the new folder. All the other bitmaps needed will come from the first, second, or third fallback folder.
BillImage Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 [i
Fr. Bill
Captain
Captain
 
Posts: 961
Joined: Sun Apr 27, 2003 1:31 pm
Location: Hammond, IN


Return to Flight Simulator X (FSX) and Steam

Who is online

Users browsing this forum: No registered users and 594 guests