I don't understand why you save as TGA. It seems that you are applying a mask to your image simply to create a night texture. Once you have created the texture, your mask can be discarded. I normally only use TGA when I need to preserve the mask for use in the simulator. If you are including the mask in your texture then you will get strange effects.khaos_56k said:I save it to a TGA and use ImageTool to format the image to DXT1. Everything looks GREAT until in FS!?!?. What am I doing wrong?
Some of the SDK's don't help on this matter either, I have seen mud that was much clearer. Since I work in GMAX I will refer to some of the info published for that program, one being "Using Materials in gmax" in the Flight Simulator 2002 SDK. There, when you decypher what is said, the _L (LightMap) suffix is actually for aircraft work. The _LM (NightMap) textures "are normally used for scenery objects, not for aircraft objects."For the longest time I've been using the "_L" mask to make things look right but now I've been trying to use the "_LM" textures
There are limited times when you might want to use reflective qualities but I would think that they are few and far between. Typically though, there is no need to mess with the alpha channel to do routine night textures.Even when creating "_LM" textures with a transparency mask there are ill-effects.
If it helps, I am over 60 and still have plenty, AND I have been doing scenery for a few years..... How much of that has to do with me using Paint Shop Pro, I will not say. There are problems with every program out there; getting it to do what you want it to do is the challenge.I want to use the "proper" format but if this keeps up I'll not have any hair in my head by the time I'm 40!!!