it seems you completely have the same problem.
I tested with flipping, 512x1024 and 1024x1024.
IT WORKS ABSOLUTELY FINE.
But I cant imagine that the guys from ACES had to make the
same approach. Its very time consuming.
So folks at ACES, whats your faster approach?
I think its a simple programming task for the DDS exporter to fix
that problem.
Greetings
ACES uses Imagetool.exe for converting their .psd files to .dds format. It does the "vertical flipping" automatically. However, as it is a command line driven tool, it absolutely drives me bannans!
So, I use Photoshop v8.0 and the nVidea DDS plugin. Since I use the "Master .PSD" files in Max/GMax, exporting for FSX is as simple as flipping the image vertically, then Saving As .DDS files.
"Best Practice" is to follow the SDK's stricture to use "powers of 2" square bitmaps. There's no good reason not to do so, since it's easy enough to efficiently use nearly all of the available pixels on a 1024^2 bitmap for texturing
something!
Unless you are planning to 'texture' every 'ding, dent and scratch' on the chrome ring of that engine's nacelle, using that size of texture is very, very much overkill...
BTW, the reason DDS textures are supposedly "superior" to BMP format, is that FS doesn't have to "vertically flip" them before sending them to the video card. In theory this is supposed to be faster.
In practice however, the exact same FSX model using DXT3 textures loads in less than 3 seconds, where the version using DDS textures will take up to five
MINUTES to finish loading!
Using FILEMON, I've noted that for some reason, FSX is looking for every texture in .BMP format first (and looks in every fallback folder!), and only after failing to find one, then procedes to look for one with a .DDS extension!