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DDS Specular Texture Convert

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us-florida
Hi Arno,

Been playing again with MCX this afternoon and having a blast prepping some buildings and have a suggestion to help work flow.

As I was adding some specular maps from TGA source files and converting them to DDS files I noticed that the texture tool in MCX defaults to DXT1 in the conversion. With the way the specular maps are it results in a dithered specular texture and alpha channel.

Wondering if it's possible in future to have anything listed as *_specular*.* converted to DXT5 format DDS? This would really help with specular mapping for buildings in FSX...

Maybe a preferences option for what type of .DDS output format for each _LM, _SPECULAR texture etc would go a long way in making the process faster in prepping models for FSX...

Just a suggestion ;) Now off to test fly around the building...

Cheers,
Dean.
 
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Hi Dean,

Currently the texture saving logic is supposed to work like this:

No alpha channel -> DXT1
Alpha channel & FS2004 -> DXT3
Alpha channel & FSX -> DXT5

I would expect that this logic also works fine for a specular texture. The code that actually saves the texture has no idea what kind of texture it is now, I would prefer to keep it like that.

Does your specular texture have an alpha channel? Then I would not expect DXT1. Maybe there is a bug somewhere...
 
Yeah my TGA was 32bit with alpha and it seemed to create problems when it converted, let me test again when I get onto my next building (which should have a lot fewer windows :) )

I'll try and verify if it was user error or a possible bug, I was super tired yesterday.
 
Hi,

The logic will also check the alpha value. So if your whole alpha is white, you still get dxt1.

If you still think it is a bug, can you send me the texture?
 
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