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FSX Latest Dev version: Match texture problem

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panama
Since sometimes it gets tiresome to manually rename textures I tend to use the MATCH button of the mass texture editor. I encounter the following two problem:

The first has been there for ages but is more an understandable quirk than a problem. The match fails on some textures even though they are there, I believe it is because perhaps those textures had been resized in a previous session and therefore MCX can't match them properly.

The 2nd problem I noticed now that I downloaded the very latest development release (today). The mass texture editor shows not only the basename of the texture but also the relative directory. It is confusing at the beginning but avoids mess ups. However, if one uses the MATCH button some names get replaced by only the basename of the texture (MyTexture.dds) instead of the RelativeDirectory\texturename.xxx. Then it gets confusing for the user. Also to notice that the matching puts the name with DDS extension even though it is marked for conversion to DDS.
 
I brought up the Match button not working with resized textures when this feature was first added, and Arno said there is nothing he can do because the texture *is* different.

Hope this helps,
 
Hi,

It is normal that resized textures are not recognised, because the size is one of the criteria to check if they are the same.

Last week I made some changes to read relative texture paths correctly from the COLLADA file. That's what you are seeing. The match function will only put back the texture name. This is not really a problem, because when exporting to MDL only the name is stored anyway.

I would have to check why the convert option stays checked, even if a DDS has been found with the match function.
 
As for the match issue, I understand that because they have been resized they are no longer considered the same. However, an idea came to my mind (wow!) that could work around that.

MCX would keep for that model a metafile that contains the original texture name (or ID, don't know) and the new name given by the user after rename.

When one uses Match it could use the metafile to resolve those textures that it could not match, perhaps by asking the user to confirm and then updates the metafile when the model is exported again.

Anyway, just an idea.
 
Hi,

I'll keep that in mind. Something similar has been suggested before. It should be possible to "save" the mass texture edits somehow, so that they can be reapplied later. But when you are also use the Drawcall Minimizer things can get more complicated.
 
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