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FS2004 How to see in a dxt3 file if a alpha channel is present? (C#)

i had a look of some more files which are listed as 'wrong' in the AIG thread and all those files had that byte value 01.

I opened some files that were ok and they had the 04 value.

I also came across some files that had an 02 value and that was listed as 'color key' in imagetool in stead of 'alpha'

can it be that even there is a complete white alpha channel but the bit is not set to 04 it is recognized as 'NONE' by imagetool and just opening and saving if with DXTBMP the bit is set to 04 and so is recognized as 'ALPHA' while the alpha isn't changed (still complete white)
 
well that last is not true

when looking with a hex editor in a 'NONE' file and opening and saving in DXTBMP not only the value changes from 01 to 04 but also the patterns later alter. So DXTBMP does more.
 
For those interested

Enclosed a quick (and dirty) program that will produce a list of DXT3 bmp files without an alpha channel within a choosen folder.
 

Attachments

  • AlphaSearcher.zip
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DXTBMP adds some code to the end of the bitmap file.

I believe a quick fix is to simply change the byte to 02 or 03 or 04... ( I think 03 is fine ). If you add this ability to the checker, I suggest you add the ability to make backups of all the 'bad' files. A good way to check is to see how 'fixed' textures behave in the sim.

Dick
 
Last edited:
Hi,

When you open and save again with DXTBMP it can also be that you get small rounding errors in the colours due to the compression. That is a general problem with compressed formats.

It could be an interesting try to just change that bit from 01 to 04 and see if that solves things.
 
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