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texture reflections / fallback

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barbados
hello, while working on another repaint, i got really pissed with the defaulta fsx acceleration fa-18 aircraft.

i've bought captainsim's xload pack, and i've been using their repaint kit to paint aircrafts, its compatible with both xload and default fa-18 since captainsim made the original fa18 for fsx:a.

so i made a texture and tried it on both aircrafts. the following happened:

87603918an6.jpg


67938881nj8.jpg


while xload fa-18D appears to have cool sun bright reflections, the default fa18 is 100% opaque. not just my textures, the default ones (except the blue angels textures, wich have too much reflections) are also totally unreflective, and this is just frustrating.

i don't know exactly the texture.cfg works, but i tried changing the paths to the captainsim fa18, i tried replacing the specular and bump textures, i tried everything, nothing works.

any clues?
thanks
 
this forum is dead..

No, not dead. More likely no one can quite figure out what you're asking about... :mischievo

The texture.cfg is simple. There are as many 'fallback' paths included that you might need to use.

Code:
[fltsim]

fallback.1=..\texture
fallback.2=..\..\..\..\Scenery\Global\texture
fallback.3=..\..\..\..\Texture

In the example above, if this texture.cfg file is included in a livery such as, ..\texture.blueangels then if the sim cannot find a specific bitmap the model calls for it will look first in the model's ..\texture folder...

If the sim cannot find the called for bitmap there, it will look in the sim's default ..\Scenery\Global\texture folder...

If the sim cannot find the called for bitmap there, it will look in the sim's default ..\Texture folder.

Each "..\" in the fallback path means "look at the folder one step above this one.
 
Hi Folks

fael097 -
Please confirm or correct,
2 screenies on left are FSX Acc default a/c ?
2 screenies on right are captainsim's xload pack ?
Assume paint shown,
is one texture remapped to a different model.

AFAIK,
the level of reflectivity is set as a material property in the model.
Applying a remapped texture across 2 different models
will result in reflectivity of the underlying model.

Please also note.
There are incorrect fallback entries in all FSX default texture.cfg files.

Bill's post shows the correct fallback paths for -
fallback.n=..\..\..\..\Scenery\Global\texture
fallback.n+1=..\..\..\..\Texture

n == number, varies with some texture sets.

See - FSDeveloper - Wiki - Texture.cfg (FSX)

HTH
ATB
Paul
 
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