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This is probably more a question for Arno, although I think I may be answering it in the asking...
Having written an FSX exporter, I'm hitting a small problem with the VC texture mapping being upside down (or is that the right way up as ImageTool inverts the file)
I have noticed that if you use 24bit (R8G8B8) DDS files as textures the mapping is also upside down.
In the material editor for 3DS and gMax there is an option
"Is virtual cockpit panel texture " and yet there is no corresponding flag in the .X output file.
I think I have come to the conclusion that this is just a flag for the X file creation to not invert the texture mapping.
I'm presuming that the $*** VC texture is also a 24bit format when it is created at runtime.
Unfortunately I can't easily test this theory - can anyone confirm this by exporting a standard model/scenery with this flag set?
Having written an FSX exporter, I'm hitting a small problem with the VC texture mapping being upside down (or is that the right way up as ImageTool inverts the file)
I have noticed that if you use 24bit (R8G8B8) DDS files as textures the mapping is also upside down.
In the material editor for 3DS and gMax there is an option
"Is virtual cockpit panel texture " and yet there is no corresponding flag in the .X output file.
I think I have come to the conclusion that this is just a flag for the X file creation to not invert the texture mapping.
I'm presuming that the $*** VC texture is also a 24bit format when it is created at runtime.
Unfortunately I can't easily test this theory - can anyone confirm this by exporting a standard model/scenery with this flag set?


