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FSX Texture files

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332
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france
Hello

Maybe not the good place, but I don't know where to post.
I want to use existing FS9 texture files in FSX.
Those files are 512x256 and I need to convert to 512x512; I use DXTBmp with editor Paint.net

To spare place, I would group 2 512x256 together; no problem if I open first with DXTBmp, send to editor and resize image; then, open second with DXTBmp, send to editor, select, copy and paste with first.
Then refresh first file in DXTBmp.

Problem is with alpha channel; easiest way is to create new alpha from black in new image; it works most of time, but I encountered problems with people: black parts such as eyes, hair goes with alpha channel.
I tried to send alpha to editor to erase undesired parts, but when ending work, I get completely black square.

Is there a way to merge directly both images ans alpha?
Why does my method fail in editing alpha?

Thanks for help.

Pierrot - FMEP
 
May be if you color black things a litte bit more white they dont be considered as alpha and will stay normal, not transparent.

Or make your own alpha channel : take the original texture, erase all visible texture and replace it with full white, put full black only where you want full transparency and save it in 8 bits gray color. Then open your original texture in DXTBmp, import your home made alpha channel in it and save again your original texture in DXT5 format. Thats the way I used in FlashMX; you can surely make that with other vectorial or matricial graphic editors (PhotoShop, PaintShopPro, Gimp ...).
 
Last edited:
Hi,

I would try to open the texture in ImageTool. If you then save as 32 bit BMP or as TGA file the alpha channel will be included in the image. In that case you don't have to create it again, it is still there.

Btw, you could still use the 512x256 files in FSX, there is no requirement that you have to make it 512x512.
 
Thanks for answer

I noticed that DXTBmp sometimes doesn't work when asking "create alpha from black", but works if "create alpha from template". Probably original black background was not pure black?

Concerning size, FSDS can't accept texture files if not square, such as 512x256.

Pierrot - FMEP
 
The Help file of DXTBmp note that the "black" in "black channel" is pure black (RGB 0,0,0 or HTML 000000).

I often use non-square texture file in FSDS 3.5.1 (ex : 256x512, 512x64 etc.)
 
Hello

All files with problem use not pure black 0 0 0, but 5 5 5 or similar.
I send image to editor (Paint.net), select and replace with pure black,save norm, then reload image.
When creating alpha from black, sometimes it worked correctly, but sometimes I got curious result!
See joined pics.
Thanks for help.
Pierrot - FMEP
 

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Your palm tree seems OK. I dont see the problem...? Can you joint a source (bmp) image?
 
Remember that FSDS Help said that DXT3 format is not supported in FSX, so...
 
Remember that FSDS Help said that DXT3 format is not supported in FSX, so...

DXT3 is supported in FSX, no problem with that. Due to the greater accuracy of storing the alpha information DXT5 is recommended though.
 
May be it's mean that model or scenery created in FSDS with DXT3 format is not compatible in FSX.
One of my friend working with FSDS 3.5.1 recently had problem with DXT3 textures. I suggest him to recompile with DXT1 or DXT5. The problem disappeared...
 
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