FSX FSDS Night textures

#1
Hieveryone. I am very confused again (sorry! ) I have FSDS and boxed FSX gold edition. I have made a building with custom textures. They all work fine. But when I try and add night textures by pasting the night textures with _LM on the end. They don't show in fsx. Only the day textures do. I paste the night textures into the scenery\texture folder and into the main fsx texture folder. Also I tick the box that says night textures in FSDS. Have I missed anything?
 
#6
As I understand you do not made night texture but only copy-paste day texture. To have night texture you have to make a distinctive night texture. Day and night texture are two different images.
 
#7
As I understand you do not made night texture but only copy-paste day texture. To have night texture you have to make a distinctive night texture. Day and night texture are two different images.
No. I have made a different night texture but it doesn't appear. The day textures appear at night too. Sorry I wasn't clear enough
 
#11
Speaking of MCX, did your night texture appears in it?
Hi. I haven't touched MCX as it doesn't work for me. Here's what I have done. Created a texture and imported it to paint. Converted it to standard BMP. Then opened the image I image tool and changed the format to DXT1. It now will work in fsx. I have done this with my day AND night textures.

Thanks
 
#12
Nice for you!

It would have been my next question, the file format! My original 24 bits format dont works in FSX, I have to compile them in DXT1 or DXT5.
 
#13
Nice for you!

It would have been my next question, the file format! My original 24 bits format dont works in FSX, I have to compile them in DXT1 or DXT5.
Nice for you!

It would have been my next question, the file format! My original 24 bits format dont works in FSX, I have to compile them in DXT1 or DXT5.
Yeah I use DXT1. While your here. Do you find a difference between DXT1 and DXT5?
 
#14
its just a case of alpha channels, if your textures have alpha channels Dxt1 allow just a black/White alpha cannel, from DXT3 to up, greyscale gradient colors are permited. also store more colors information. Dxt1 save a Little more bits, the file are less heavy, and in Fsx is important though always is recommended to save in Dxt5 regarding the quality
 
#15
its just a case of alpha channels, if your textures have alpha channels Dxt1 allow just a black/White alpha cannel, from DXT3 to up, greyscale gradient colors are permited. also store more colors information. Dxt1 save a Little more bits, the file are less heavy, and in Fsx is important though always is recommended to save in Dxt5 regarding the quality
Great thanks for the help!
 
#16
All above is correct; but night texture you used the original texture BUT YOU HAVE TO ATTACH _LM TO IT. otherwise IT IS NOT A NIGHT TEXUTRE.

example: original texture is................ Billboard.bmp night texture ................. billboard_LM.bmp

Now- take billboard_LM.bmp to your paint program (Adobe or PSP or gimp) and dim it down. [In PSP I go to 'adjust' tab, then brightness and contrast, then brightness I dim it down to -94 and contrast to -17.] Then I save. This makes it quite visible at night but it doesn't glare your eyes.

Now- open this _LM in dxtbmp and save as dxt3 or dxt5. You might find that you can't tell the difference between dxt 3 & 5. Might use % if there are a whoppin' amount of colors.

Now- put that _LM into your texture folder.

find me on Skype I am Robert Lacy in Ione, Washington. will help with MCX stuff. great program. Bob
 
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