• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MSFS24 Editing of MSFS 2024 textures (encrypted?)

Messages
3
Dear developers,

I'd like to make a small texture change in the virtual cockpit of a payware aircraft from the MSFS 2024 Marketplace (for my own private use only). I successfully extracted the texture from the VFS and already edited it the way I wanted.
The texture is supposed to be used from the Community folder, so that the original file stays unchanged. This basically seems to work - I can see the original file is no longer being used. However, the replaced areas in the virtual cockpit are now pink, which obviously wasn't the goal. I'm wondering if I made a mistake with the file format (which as I understand it is critical), or if it's simply not possible to mod these encrypted files at all. Could you help me out, please?

Thanks in advance.

PS: If this kind of modding isn't allowed for licensing reasons (even for private use only), please let me know.
 
Dear developers,

I'd like to make a small texture change in the virtual cockpit of a payware aircraft from the MSFS 2024 Marketplace (for my own private use only). I successfully extracted the texture from the VFS and already edited it the way I wanted.
The texture is supposed to be used from the Community folder, so that the original file stays unchanged. This basically seems to work - I can see the original file is no longer being used. However, the replaced areas in the virtual cockpit are now pink, which obviously wasn't the goal. I'm wondering if I made a mistake with the file format (which as I understand it is critical), or if it's simply not possible to mod these encrypted files at all. Could you help me out, please?

Thanks in advance.

PS: If this kind of modding isn't allowed for licensing reasons (even for private use only), please let me know.

if you found the ktx2 image texture on the VFS then its not encrypted (they simply hide the encrypted files from us)

but these are customized ktx2 files (asobo likes to customize things), the only way i know of to create them correctly is too use the games sdk to compile them from png back to ktx2
so your workflow might look something like this:
grab the ktx2 from the server
convert it too png with this great script https://www.fsdeveloper.com/forum/threads/converting-ktx2-textures.459605/
edit the png as desired
then compile it with the sdk to create a 'game ready' ktx2 texture image (simple sdk package for conversion, last link) https://ezmods-msfs2024-freeware.pages.dev/DevKits

that And the matching xml file thats created is what then goes in the addon livery
 
Last edited:
then compile it with the sdk to create a 'game ready' ktx2 texture image (simple sdk package for conversion, last link) https://ezmods-msfs2024-freeware.pages.dev/DevKits
Hi and thanks for your suggestions!

Unfortunately, I already struggle at one of the first steps, which is generating the xml file with the included BAT.
My png file seemingly does not meet the file name conventions, so there is no xml generated. I guess the reason is, the original (working) texture file that I pulled from the VFS ends with just '***.png.ktx2'. There is no _ALBD, _COMP, _NORM etc. in the filename, so my png doesn't have those either.

Before coming here, I tried to use the NVIDIA Texture Tools for conversion. Just to let you know what I've tried so far.
 
Hi and thanks for your suggestions!

Unfortunately, I already struggle at one of the first steps, which is generating the xml file with the included BAT.
My png file seemingly does not meet the file name conventions, so there is no xml generated. I guess the reason is, the original (working) texture file that I pulled from the VFS ends with just '***.png.ktx2'. There is no _ALBD, _COMP, _NORM etc. in the filename, so my png doesn't have those either.

Before coming here, I tried to use the NVIDIA Texture Tools for conversion. Just to let you know what I've tried so far.
you could add the _albd, convert then remove it but yea it sounds as if the dev didnt use the suggested naming format originally- both of these scripts probably need those designators since they might need diff conversion settings

to use the MSFS2024_HQ_XML.bat file in my sdk project just drop it in the same folder as the png textures and double click on it to create the xml's needed for the sdk compile (it will Also need the _albd, _comp etc designators)

you can use the nvidia texture tool but it may require some specific settings (thats why i like that little script by rhumbaflappy
- it uses the same tool and gives good results)

what doesnt work, is exporting Back to ktx2 From the texture tool - you must use the sdk
 
Last edited:
you could add the _albd, convert then remove it but yea it sounds as if the dev didnt use the suggested naming format originally- both of these scripts probably need those designators since they might need diff conversion settings

to use the MSFS2024_HQ_XML.bat file in my sdk project just drop it in the same folder as the png textures and double click on it to create the xml's needed for the sdk compile (it will Also need the _albd, _comp etc designators)

you can use the nvidia texture tool but it may require some specific settings (thats why i like that little script by rhumbaflappy
- it uses the same tool and gives good results)

what doesnt work, is exporting Back to ktx2 From the texture tool - you must use the sdk
Temporary adding _ALBD to the filename let the BAT create the xml file.
The exporting to ktx2 worked, after I changed the path to the package builder.
The texture now shows correct in the sim, no more pink textures. I'm happy.

Thanks for pointing me in the right direction!
 
Back
Top