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Making default fsX Runway Textures Transparent

Ok, I have searched and searched and I have seen that the best way at making a custom runway is using textured polys to overlay on top of the default runway, but, it seems thats almost a bandaid.

It would be nice if one could manipulate the tiled runway textures that FSX aplies to the runway example.. "Concrete, asphault, unknown", so that this particular surface type (texture) when selected in AFX, ADE, would appear transparent. I would asume, that the image files for the default runway surface types are somewhere in the FSX Folder. If one could find, lets say the, "Uknown" texture, and mod it to be 100% transparent, then they could place the runway over the photo scenery they made and get the detail from the photo scenery on the runway without the stock FSX runway surface obscuring the photo real texture.

So my question is:

Are the runway textures hard coded or hidden in a bgl somewhere?

If so, is there no way to modify this?

If not, where are the runway texture files?

Please excuse my ignorance if this is completely impossible.

Thanks

JB
 
The runway textures are in the main Texture folder.

They can be modified, but these textures are global, so it's just not a runway that gets changed.

Creating detailed Gmax runways allows for greater design capabilities, but FSX has some problems and the limit here is about 100m x 100m. So the designers who use Gmax go back and use the 2002 SDKs to compile. The results are worth it in many cases, but I believe FSnext will make this approach incompatible.


Gotcha...

You mean the main texture folder?

Do you know the naming method of the runway textures?

I thought that the, "Unknown" runway surface may very well be the one surface thats not being used... any insight on this?

And... Can we add a runway texture, as to not disrupt the global textures?

Sorry for my ignorance....

JB
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Hi,

I think there are more runway types than textures. So I guess some of the types use the same texture for the moment. So it might be that unknown does not have its own texture, but is just mapped on the asphalt or concrete one.
 
The runway textures are in the main Texture folder.

They can be modified, but these textures are global, so it's just not a runway that gets changed.

Creating detailed Gmax runways allows for greater design capabilities, but FSX has some problems and the limit here is about 100m x 100m. So the designers who use Gmax go back and use the 2002 SDKs to compile. The results are worth it in many cases, but I believe FSnext will make this approach incompatible.

Just a sugestion that Might work try making a 0 width runway on top of a custom poly with the correct width runwaytype taxiway path.
Haven't tried it myself but I use 0 width Taxiways And Paths successfuly to make taxiway paths on grass for Ai traffic.
regards Frank.
 
Just a sugestion that Might work try making a 0 width runway on top of a custom poly with the correct width runwaytype taxiway path.
Haven't tried it myself but I use 0 width Taxiways And Paths successfuly to make taxiway paths on grass for Ai traffic.
regards Frank.

I would... but at this point, I would like to see if I can make one of the runway types transparent so I can do all my texturing and runway details on the runway of the photomap image itself, so I don't have to use extra polys for the runway...

JB
 

arno

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FSDevConf team
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So did you try already what happens if you change any of the default textures? In the main texture folder there are files runway00 till runway68. I don't now the exact mapping, but I think if you pick one that is quite obvious (like grass, coral, etc) it should not be so hard to see if you approach might work.
 
So did you try already what happens if you change any of the default textures? In the main texture folder there are files runway00 till runway68. I don't now the exact mapping, but I think if you pick one that is quite obvious (like grass, coral, etc) it should not be so hard to see if you approach might work.


No Arno, not yet...I may give it a try today... Been busy with the, "Family Weekend".. ;)

JB
 
Hmm it would be interesting to see you results- I had a similar thought when I first saw that option 'Oh cool, now that we can have 7cm pixel res images, we can now set the runway surface to 'none' and still have the aerial photo and taxi markings show'.....It would be cool if this was the case.
 
It would be cool...

I haven't had the time away from the daily grind yet to really dive into it... But I did take a quick look at some of the runway textures and they look to be in an unfamiliar format. When I pull em up with the image tool in the SDK, they look very granular and pixelated and don't look anything like an image I am familiar with, so I will have to first figure out what exactly Aces did with thise textures..


JB
 

arno

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FSDevConf team
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I'll try to take a look as well, if I find some time :).
 
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