I want to use the batch convertor to add night textures to a model. I'm not sure when this should be done. Say I have already converted a sketchup model to an FSX .mdl file. If I use the batch convertor to add night textures will it not overwrite the existing model? I'm not sure how this is supposed to work without overwriting the existing .mdl file.
I'm using the development version of MCX and am having trouble with changing files from jpg to dds. In the other version of MCX I would eliminate drawcalls and then convert textures and have everything nice and neat in the directory I pointed too. In the development version if I eliminate drawcalls first it dumps those files into the directory I point it to but I have no idea what files it used in that process. Therefore, after I convert textures from jpg to dds I just have a huge folder of dds files. All of the ones that were converted plus the ones that were generated from minimizing drawcalls.
NOTE* I just figured this out and finally got it to working.
Was going in the wrong order somehow.
It also appears that in the development version it misses or is messing something up during the minimize drawcall function as I usually have 1-5 textures missing when placing the bgl generated into FSX. If I don't minimize drawcalls and just move all the files in the texture folder then everything displays correctly.
Maybe I'm just not following the process correctly. Any help would be appreciated.
Thanks
-Kevin
I'm using the development version of MCX and am having trouble with changing files from jpg to dds. In the other version of MCX I would eliminate drawcalls and then convert textures and have everything nice and neat in the directory I pointed too. In the development version if I eliminate drawcalls first it dumps those files into the directory I point it to but I have no idea what files it used in that process. Therefore, after I convert textures from jpg to dds I just have a huge folder of dds files. All of the ones that were converted plus the ones that were generated from minimizing drawcalls.
NOTE* I just figured this out and finally got it to working.
It also appears that in the development version it misses or is messing something up during the minimize drawcall function as I usually have 1-5 textures missing when placing the bgl generated into FSX. If I don't minimize drawcalls and just move all the files in the texture folder then everything displays correctly.
Maybe I'm just not following the process correctly. Any help would be appreciated.
Thanks
-Kevin
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