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FSX Texture questions with FSDS

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32
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finland
I've now started to experiment with making custom buildings with FS Design studio. However now I'm having a bit of trouble with texturing.

Basically I made very simple house, as a texture file I used some default FSX roof texture DDS file that I opened, added some custom textures into it and then saved it as DX3 bmp file. Then I assigned textures to different parts & exported the model, put the texture files into FSX texture folder and placed the house using Instant Scenery 2.

This was the result:

http://i44.tinypic.com/21c5d8x.jpg

However if I've understood right to make the scenery compatible with DX10 I would need to have the textures in DDS format. So I went to dxtbmp and converted the texture files into DDS DXT5 (tried also DXT3).

However this was the result:

http://oi43.tinypic.com/5owmd4.jpg

It seems like now textures are misplaced somehow, showing the unused textures around the ones I want to use.

This is the texture file I'm using converted to jpg, textures that I want to use can be seen inside red lines:

http://oi40.tinypic.com/2zrhkc4.jpg

So what's the proper way of getting FSDS designed model to read DDS textures? In the texture selection screen of FSDS I couldn't see any DDS textures, just bmp.

I would really appreciate help with this, I'm really looking forward to start developing some more complex sceneries with custom 3D models soon enough.
 
Hi,

I think what you see here is that the DDS files are vertically flipped. If you use ImageTool to make them the tool will automatically flip them for you, it seems DXTBMP does not do that. So then you need to vertical flip the image yourself.

I am not sure if DDS textures are required though to be DX10 compatible. DX10 compatible more details with the MDL file and using the FSX materials, etc.
 
Ok thanks for help, I got it right now. :)


I'm currently working on a scenery for Kabul and possibly for some other parts of Afghanistan too, I'm going to create a set generic buildings typical for that area.
 
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