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MSFS 2024 texture problem

rhumbaflappy

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Hi Arno. It seems in the past we've been able to import ktx2 textures from 2024 in MCX. But this doesn't seem to work now. Did something change, or was I mistaken?

ElectricalBox.zip
 
Let me check, it should still work.
 
Hi Dick,

When I load the texture I get a warning in the log that the KTX2 texture uses an supported vkFormat of 91.

On the internet I found that that format is VK_FORMAT_R16G16B16A16_UNORM, which is not something I support now. At the moment I support DXT1, DXT3, DXT5 (color and snorm). So it seems they store these textures with another format/compression. I need to check how easy I can read this one.
 
From nvtt_export.exe i get this:
KTX file, version 2
Type: 2D
Extent: 2048 x 2048 px
Vulkan format: R16G16B16A16_UNORM (91)
Mips: 12
Is array texture: false
Faces: 1
Is premultiplied: false
Color space: Linear
Swizzle: {R, G, B, A}
Key/value data:
ASOBO_flags: BILINEAR\x00COMPRESSION\x00MIPMAP
ASOBO_opacities:
ASOBO_transp: \x01
ASOBOtexversion: \x01\x00\x00
KTXwriter: ASOBO_FlightSim


Also:
Zstandard Supercompression
Level 5

And there really are 12 mips.

I'm not sure this is what you get after the 2024 fspackagetool compiles a ping. The nvt_export app displays the images OK, and the comp, normal and albedo are all the same format.
Untitled.png
 
It seems to be 16 bit (short) instead of byte per color component. I haven't seen that used before, so will have to add support for that.

Not sure I have seen the super compression before either, so need to check that.
 
This seems to be the 2024 standard now... I think they recently changed it. I find they are often changing things without notice.
 
Looking at the file size there seems to be no compression applied. The size matches 16 bit texture components. So hopefully adding support will be rather straightforward.

Looks like a huge waste of disk space to me to do all textures in this high quality and also uncompressed. But who am I to say :)
 
Like I expected the data was not compressed. So reading the 16 bit content was not that hard (see image below). MCX internally one "knows" about textures with 8 bit data per pixel, so the extra accuracy of the texture is lost on import.

1760470167631.png
 
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