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FSXA custom buildings textures and their names.

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spain
Hi

I´m trying to customize the buildings texture in the autogen of my photoscenery. I´ve follow the SDK´s indications, setting my own texture in "Properties" Anotator´s menu. There, I selected my texture "test_autogen.dds" and then I copied it in fsx/textures main folder (as DTX1 + mipmaps). But, in the FS, the roofs were floating in the air, the buildings did not appear :confused:

So, I´ve tried:
- changing the texture extension to .bmp,
- changing the name (without "_" only "testautogen.dds")
- cloning the file to a "_LM" version ( I thought, maybe it is mandatory the night texture were created).
- and finally, downsampling from 1024x1024 to 512x512...
but everything without any success.

Then I started with the crazy tests and I found that if I rename my texture with any stock textures' names, it works! and it appears correctly.

Can someone point me what is the problem? Is there any name restriction? Did I do something wrong :banghead:? In the SDK I have not found anything about this.

Thanks in advance

Jose 'Bostar' Calero
 
Last edited:

arno

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Hi,

Try to enter the name without extension. That worked for me.
 
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spain
Hi Arno. Sadly it didn´t work either.

I´ve been testing more things (I´ve used the prefix BLDG,etc) but I think that the autogen only accepts default textures (you can modify them, but it´s mandatory to keep the name). The option in the annotator is to select one of those. It doesn´t accept new one with a custom name :(

To confirm this, I've checked how Orbx does it (via FTX central) and, apparently, they install their autogen textures overwriting the default ones.

Greetings
Jose 'Bostar' Calero
 

arno

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Hi,

No, I have been using a custom texture for my autogen here in tests.

Just remembered, your textures need to be in the main texture folder of FSX.
 
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55
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spain
Please, can you confirm me if you see the autogen correctly in this test that I´ve just made? (1.9mb, it´s only a tile).

https://dl.dropbox.com/u/3054566/test_autogen.zip

It´s a zip with a replica of the folders structure of FS (addon scenery & texture). I´ve incluided the bgl with his agn. In the main texture folder only a test bmp (associated with the agn thru annotator).

A .flt too. It will put you over the tile with the autogen (near LEMT, in Spain).

thank you anyway :)
 
Last edited:

GHD

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england
I see only roofs :(

I believe Arno had this when he first produced ScenProc but I can't remember the solution :eek:

 
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55
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spain
Thank you for testing it, George.

As I said in the previous post, if you rename the texture as any default one (and setting it in the annotator), the buildings will appear correctly. For this reason I suspect that the autogen doesn´t like custom textures :(

Anyway, today I´m still going making some test. I hope to find any solution or, at least, an easy-non-intrusive alternative (without overwrite).

Greetings

Jose 'Bostar' Calero
 
Last edited:
Messages
55
Country
spain
Well, finally I think that I found a solution! :):)

In the main texture folder there is four building textures per each region with these names:

BLD+region+2.dds
BLD+region+2LM.dds

BLD+region+3.bmp
BLD+region+3LM.bmp

This gave me a clue.

As I said in the previous post, I copied my texture using the _LM suffix , but it didn´t work either. After try a lot of things, I renamed the night texture with the suffix LM (without "_") aaaand.... IT WORKS!!!

Sin-ttulo-1.jpg


So, it seems it´s mandatory to create the night texture too using the suffix "LM". But It would be great if someone more confirms this "hypothesis" ;)

Greetings

Jose "Bostar" Calero
 
Last edited:

arno

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Hi,

Yes, last time I also bump my head into that night texture. I had forgotten about it already, but yes that night texture is required.
 
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