• 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.

Exporting A Model From Gmax Using The FS2004 Gamepack

After you have purchased and installed Bill's 2B2 Plum Island package, IMHO, you will be better able to see how the example texture image from Bill's 2B2 original shown in my post above is composed.

Then you can open that image in SDK ImageTool and GIMP side-by-side to study it further.


I also recommend to install XnViewMP (free) for many features as a DDS compatible thumbnail browser and conversion utility for graphic image files:

When images are open, a XnView menu setting allows RGB color / grayscale 'color' values to be displayed as the cursor moves over image pixels.

https://www.xnview.com/en/xnview-mp/



Additionally, I recommend installing 7-Zip (free) as a ZIP file manager that can be used to make archives of original files / folders etc..

https://www.7-zip.org/

7-Zip can also make numbered multi-part ZIP files of a specified maximum size to allow upload to MediaFire (free) or other download web sites.


When we use purposely-sized ZIP files, we may avoid exceeding limits of free accounts on most such download sites, so we can transfer projects etc.

In most cases the limit for uploaded file size is 200 mb; so in 7-Zip we can set the maximum file size in kb to "200000000" kb = 200 mb.

If need be, 7-Zip can make numbered multi-part ZIP files, which after all downloaded into the same folder, 7-Zip merges back together as a (1) piece standard ZIP file.


I'll check back when you get Bill's 2B2 Plum Island package installed, and you ID the DDS \Texture files mapped onto the RWY 28 / 10 G-Poly.

GaryGB
 
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Hi,

This version of Plum Island Airport appears to be a later version than the one back around 2014, and only 2 of the textures appear to match those in Bill's tutorial. The runway markings and the runway cracks are totally different. But I do see how they relate. But I prefer to use those from Bill's tutorial to continue.

Ken.
 
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Hi Gary,

Before I go farther, I thought I would post the results of my project as of a few days ago in FSX:


Runway Marking Results.jpg



The cracks, or runway damage as it's called will be next.

I've been doing some google searches trying to get a better understand about DXTs, the proper way to achieve transparencies and semi-transparencies, and how to apply them in Gimp. Regarding the DXTs, it's my understanding now that DXTs is a type of dds file. Am I correct? I have a better understanding of the differences from DXT1 to DXT5. DXT1 is either fully opaque or fully transparent while DXT3 that's used in Bill's tutorial is a semi-transparency. But here's what I was confused about. I wanted to know if the DXT3, in itself, makes the exported file semi-transparent? For example, if I take a psd or dds file that is totally opaque and supports alpha and transparency, and convert it to DXT3, will the DXT3 export automatically make that file semi-transparent, even though is was fully opaque? From what I understand now, It doesn't. But correct me if I'm wrong. I was thinking at one time that after exporting a texture file to DXT3 using the Image Tool was all that was needed and I just simply place the texture file into the Addon Scenery Texture folder in FSX. But every time I did, it would always come out fully opaque without any transparency. From what I understand now, all this transparency should be done in Gimp before I convert the file to DXT3 using the Image Tool, and the DXT3 in the Image Tool does not, in itself, convert an opaqu file to a semi-transparent. Am I correct? Of course, I assume I would get the same results if I used Gimp to convert the file to DXT3. But in Bill's tutorial, he used the Image Tool to convert the texture to DXT3. I hope this explains my confussion and let me know if I have the correct understanding now.

Ken.
 
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I've been doing some google searches trying to get a better understand about DXTs, the proper way to achieve transparencies and semi-transparencies, and how to apply them in Gimp. Regarding the DXTs, it's my understanding now that DXTs is a type of dds file. Am I correct?

I wanted to know if the DXT3, in itself, makes the exported file semi-transparent?

For example, if I take a *.PSD or *.DDS file that is totally opaque and supports alpha and transparency, and convert it to DXT3, will the DXT3 export automatically make that file semi-transparent, even though is was fully opaque?

From what I understand now, It doesn't. But correct me if I'm wrong.

From what I understand now, all this transparency should be done in Gimp before I convert the file to DXT3 using the Image Tool, and the DXT3 in the Image Tool does not, in itself, convert an opaque file to a semi-transparent. Am I correct?

Of course, I assume I would get the same results if I used Gimp to convert the file to DXT3. But in Bill's tutorial, he used the Image Tool to convert the texture to DXT3. I hope this explains my confusion and let me know if I have the correct understanding now.

Ken.

DXT graphic file format is a method for image compression, as explained in this Wiki at FSDEV:

https://www.fsdeveloper.com/wiki/index.php/DXT_compression_explained


Arno alludes to MCX internally assigning DXT format for FS texture image versions used:

https://www.fsdeveloper.com/forum/threads/a-question-about-texture-formats.446394/


IIUC, for 3D models, legacy FS uses BMP as DXT1 and DXT3, and FSX or P3D uses DDS and DXT5

BTW: One should never use JPG graphic file format for anything intended to implement a Alpha channel.


DXT3 file format "allows" variable transparency within the Alpha channel.

However, the gray scale value for pixels within a Alpha channel of a texture image, or manually painted pixels, is what actually assigns transparency versus opacity.

DXT3 'allows' (but does not 'require') as many as 256 gray scale steps (aka "values") ranging from pure Black (RGB 0,0,0) to pure White (RGB 255,255, 255) as pixel "colors" within the Alpha channel.

DXT3 means pixels within the Alpha channel will enable corresponding pixels within the superimposed diffuse texture image to be either fully transparent, fully opaque, or variably transparent via assignment of a gray scale between (RGB 1,1,1) to (RGB 254, 254, 254).


DXT1 w/ Alpha "allows" and 'requires' no more than 2 gray scale steps (aka "values") of pure Black (RGB 0,0,0) either/and,/or pure White (RGB 255,255, 255) as pixel "colors" within the Alpha channel.

DXT1 w/ Alpha means pixels within the Alpha channel will enable corresponding pixels within the superimposed diffuse texture image to be either fully transparent or fully opaque, but not variably transparent.


Total transparency of the texture image within the Diffuse channel is enabled by pure Black (RGB 0,0,0) within the Alpha channel

Total opacity of the texture image within the diffuse channel is enabled by pure White (RGB 255,255, 255) within the Alpha channel.

Variable transparency by assignment of a gray scale between (RGB 1,1,1) to (RGB 254, 254, 254) is not enabled by DXT1 w/ Alpha format.


Thus, run time display of 2B2 RWY 28 / 10 markings are modified by the mapped DDS Alpha channel.

Although the diffuse texture visual image may implement most if not all "weathered / worn" effects, the Alpha channel can also further control the run time appearance of the diffuse texture image displayed.

This is because a Alpha channel is also an image layer matching the pixel array of the Diffuse image; that means one 'could' modify display attributes of every pixel in the Diffuse image via edits to its Alpha pixel.


Upon analysis, we 'may' conclude that Bill's RWY 28 / 10 texture image was already finalized to the configuration he wished to display at run time, so the diffuse texture visual image implemented all "weathered / worn" effects, and Bill only uses a Alpha channel with a 'single' RGB gray scale value for 2b2_rwy_overlay.DDS transparency.


To study how 2B2's RWY Alpha channel assigns gray scale values to modify superimposed texture display, XnViewMP can show on screen, each pixel RGB value for gray scale steps the Alpha channel uses.

I am not certain whether GIMP can also show the Alpha channel RGB pixel gray scale values.


ImageTool can extract a largest MIPMAP Alpha channel; one can examine it in XnViewMP and/or GIMP.


Examples of Alpha channels to control transparency with photo-real texture images via GIMP are in a tutorial I previously linked to in a context of implementing terrain Blend and Land-Water Masks ...here:

https://www.fsdeveloper.com/forum/t...mountain-using-ade-for-fsx.459364/post-932190

Tiberius et al tutorial c/o flightsim.com: "How to create photoreal scenery for FSX" (...archive with images):

http://web.archive.org/web/20131008...50762-How-to-create-photoreal-scenery-for-FSX


You may also wish to review a video tutorial by Bill Womack "Scenery Texturing for Realism" using PhotoShop and GMAX ...recently restored to a FSDEV thread ...here:

https://www.fsdeveloper.com/forum/threads/enhance-textures-for-better-looks.439112/post-763799


GaryGB
 
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DXT graphic file format is a method for image compression, as explained in this Wiki at FSDEV:

https://www.fsdeveloper.com/wiki/index.php/DXT_compression_explained

Okay. I understand some of it. The 4x4 squared colors represent each pixel, right? But I don't know what a palette is and what an indices is. I'll look it up.
https://www.fsdeveloper.com/wiki/index.php/DXT_compression_explained
Arno alludes to MCX internally assigning DXT format for FS texture image versions used:

https://www.fsdeveloper.com/forum/threads/a-question-about-texture-formats.446394/


IIUC, for 3D models, legacy FS uses BMP as DXT1 and DXT3, and FSX or P3D uses DDS and DXT5

So, does that mean I should not use DXT3 if installing into FSX but use DDS or DXT5?

I'm curios as to why Bill use the DXT3 in his tutorial for FSX using the image tool?

However, the gray scale value for pixels within a Alpha channel of a texture image, or manually painted pixels, is what actually assigns transparency versus opacity.

Yes, I see know.


DXT3 means pixels within the Alpha channel will enable corresponding pixels within the superimposed diffuse texture image to be either fully transparent, fully opaque, or variably transparent via assignment of a gray scale between (RGB 1,1,1) to (RGB 254, 254, 254).

If I understand correctly, the only way to get variable transparency in a texture is to use the Add Layer Mask and Adjust Color Levels in Gimp.

To study how 2B2's RWY Alpha channel assigns gray scale values to modify superimposed texture display, XnViewMP can show on screen, each pixel RGB value for gray scale steps the Alpha channel uses.

I have the XnViewMP, but I cannot find the RGB value for the grey scale steps the alpha channel uses. I'll see if I can google it.


I am not certain whether GIMP can also show the Alpha channel RGB pixel gray scale values.

Yes, I think it does. In Gimp, I make sure that it includes the alpha channel. Then I go to Layer, Mask, Add Mask Layer, select Grey Scale Copy of Layer, then click the Add button:


Image_1.jpg



It puts a grey scale alpha on top of my texture, and it's partially transparent:

Image_2.jpg


I assume this is the correct way. But I don't know what level of grey to set it to so that it's the same level as in Bill's tutorial. I wish I knew what that was. You mentioned I can use XnViewMP but I don't know where or how to bring that up.


Tiberius et al tutorial c/o flightsim.com: "How to create photoreal scenery for FSX" (...archive with images):

http://web.archive.org/web/20131008...50762-How-to-create-photoreal-scenery-for-FSX

I really like that tutorial. It's been a while since I reviewed it and I'm going to go over it again
http://web.archive.org/web/20131008...50762-How-to-create-photoreal-scenery-for-FSX
You may also wish to review a video tutorial by Bill Womack "Scenery Texturing for Realism" using PhotoShop and GMAX ...recently restored to a FSDEV thread ...here:

https://www.fsdeveloper.com/forum/threads/enhance-textures-for-better-looks.439112/post-763799

The only problem is that the video is not available. But I see you linked it so we can download it from MidiaFire.

Ken.
 
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Hi,

I know this is not perfect because I don't think I'm doing something correctly with the overlay layer and setting the transparency level It doesn't match the one in Bill's tutorial. Everything looks okay except for the overlay layer. Here's what it looks like now:


Final Layer.jpg



This is Bill's work from his tutorial:

Bill's photo.jpg



Ken.
 
Hi Gary,

The link you posted above, "Scenery Texturing for Realism" take me to MedaFire, but there's something wrong with the downloads. These are the 2 links:

https://www.mediafire.com/file/mlbn...exturing+for+Realism_HD_720p_MP4.zip.001/file

https://www.mediafire.com/file/d57o...exturing+for+Realism_HD_720p_MP4.zip.002/file

I've noticed that the 001/file and 002/file names that separate parts 1 and 2 come after the .zip file name. I've removed the 001/file and 002/file after the .zip file name and it prompted me to download a diagnostic tool or repair too. When I removed the 001/file, I was able to download that file. But when I try to open the Winzip file, it's not a valid file.

Ken.
 
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Hi Ken:

I am on the road until this evening and am away from a 'real computer', so my replies will be limited by my mobile phone browser.

Okay. I understand some of it. The 4x4 squared colors represent each pixel, right?

But I don't know what a palette is and what an indices is. I'll look it up.

Correct: when you don't immediately know what something is, research it on Google (see my example query strings that I use)


So, does that mean I should not use DXT3 if installing into FSX but use DDS or DXT5?

Correct.


I'm curious as to why Bill use the DXT3 in his tutorial for FSX using the image tool?

The tutorial is based on legacy format G-Polys that Bill and others may have used in older versions of FS; legacy FS methods used BMPs.


Arno and others have found that DDS is more compatible with optimized function in FSX, and can be used via SCASM / ASM.

DXT5 compression used by DDS also helps limit memory use required to load / display high resolution textures (G-Polys can be very large).


FYI: MSFS now uses newer DXT / other exotic proprietary compression types for smaller archive files that limit transfer time (and access ?).

Arno has provided us with ways to access / use nearly all such newer proprietary compression types via MCX' internal texture converter. :wizard:

The only problem is that the video is not available. But I see you linked it so we can download it from MediaFire.

The thread in which I linked Bills video tutorial, also contains instructions on how to use 7-Zip to de-archive the (2) multi-part and sequentially numbered 7-Zip created archives); that thread ...is here:

https://www.fsdeveloper.com/forum/threads/enhance-textures-for-better-looks.439112/post-763799

Be certain you do not alter those paired files or their names, put both *.001 and *.002 files in the same folder, and process the *.001 file via 7-Zip.

7-Zip itself, will then convert both of those proprietary sequentially numbered 7-Zip created archive files into a normal 1-piece ZIP file.


NOTE: although WinRAR and perhaps WinZIP may also create proprietary sequentially numbered archives, they force use of payware, or use of a latest Beta version of their software to be downloaded, causing delay and/or expense for end users needing file access, so I use 7-Zip.


I don't know what level of grey to set it to so that it's the same level as in Bill's tutorial. I wish I knew what that was. You mentioned I can use XnViewMP but I don't know where or how to bring that up.

Info on using XnviewMP to display RGB color value on screen for pixels under a Mouse cursor (via "View" menu) is here:

https://www.google.com/search?client=firefox-b-1-m&q=Xnview show color information


Xnview Menu > View > Show Colour Information


XnviewMP
can also display the Alpha channel of an image on screen as gray scale pixels (via "View" menu):

XnviewMP Menu > View > Show Alpha


GIMP
also displays RGBA/HSVA/CYMKA values of the pixel under the cursor in real-time, according to Google AI:

GIMP also displays RGBA / HSVA / CYMKA values of the pixel under the cursor in real-time, according to Google AI:

https://www.google.com/search?q=GIM...xuAfhA8IHBzAuMS42LjHIByY&sclient=gws-wiz-serp


In GIMP, we would be interested in noting the RGBA (A = Alpha) value of the gray scale pixel under the cursor.

In GIMP, we can also show a Alpha channel; for better Alpha gray scale visibility, we can disable display of the RGB channels

https://www.google.com/search?q=GIM...HAzUuMbgH0gPCBwMwLjfIBwk&sclient=gws-wiz-serp

GaryGB
 
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HI Gary,

Are there supposed to be 2 videos, one for part 1 and the other for part 2? I followed those instructions and it only extracted 1 video. I don't know if this video includes part 1 and part 2 of those files.

Ken.
 
Hi Ken:

After 7-Zip de-archives the (2) files into (1) ZIP, there is only (1) video by Bill after un-ZIP-ing it.

GaryGB
 
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