• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FS2004 Texture Bitmask

Messages
36
Country
austria
Hello, again I have a rather difficult question, maybe someone can help me. I wasn't sure if the modeling or development tools section fits better, so I just post here and please move if I was wrong!

I've written a small tool, which modifies specific material definitions inside a mdl, to achieve effects not normally available via gmax or even .x modification. So I'm pretty much familiar with the anatomy of a material definition in a MDL (BGL Opcode &hB6), and it works out so far... and I've noticed that somehow the Chanel to which a map is applied has some distinctive modifications to the respective RGB numbers (float32), I recognize a pattern but I do not know what they mean (eg. Use RGB or alpha of map...) or how they are applied. So this is my question: Does anybody know about this "texture bitmask"?

Maybe someone can help me. Thanks, Jakob

PS I'll release this tool to the public with a complete documentation and feature preview later over at Project Opensky.

PPS For the ones following my progress on my Model Render tool: I've made some progress but nothing substantial... As I work now over at POSKY, the pace is somewhat slower, due to the amount of other projects I'm involved in now...
 
Last edited:
Hi,

Did you see the BGLC_9 documentation? In there you will find the following specificiation of the texture type (am I right that that is what you mean with the bitmask)?

Code:
TEXTURE_VARIATIONS            EQU         000000001h
TEXTURE_AIRCRAFT        EQU         1t
TEXTURE_MAP       EQU         2t
TEXTURE_WATER           EQU         3t
TEXTURE_SKY       EQU         4t
TEXTURE_GROUND          EQU         5t
TEXTURE_BUILDING        EQU         6t
TEXTURE_EFFECT          EQU         7t
TEXTURE_DAMAGE          EQU         8t
TEXTURE_NIGHTMAP        EQU         000000080h
TEXTURE_SPRING          TEXTEQU           <(BIT3)>
TEXTURE_FALL            TEXTEQU           <(BIT4)>
TEXTURE_WINTER          TEXTEQU           <(BIT5)>
TEXTURE_HARDWINTER            TEXTEQU           <(BIT6)>
TEXTURE_SEASON          TEXTEQU           <(BIT5 | BIT4 | BIT3)>

TEXTURE2_MASK           EQU         00000ff00h
TEXTURE2_NONE           EQU         00000ff00h
TEXTURE2_NIGHT          EQU         000000100h
TEXTURE2_REFLECT        EQU         000000200h
TEXTURE2_LIGHTMAP       EQU         000000300h
TEXTURE2_LIGHTMAP_A           EQU         000000400h
TEXTURE2_DETAIL         EQU         000000500h
TEXTURE2_SHADER         EQU         000000f00h
 
Thank you very, very much!

I'm very ashamed, that I haven't found it myself, as I do use the BGLC9 source html a lot for reference, but I must admit that I haven't found this section... I'm affraid the file is too large and unstructered for me to feel "home" with her...

Thanks again, and sorry for that silly question. I'll keep you updated once I can tell you more about my project...

Thanks again, Jakob
 
Back
Top