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Hi, All
[FS2004/Vista/XP]
Trees seem to be a challenge. Many will disagree with me, but two-plane trees with gmax is out of the question. Rotating trees are OK but used near autogen trees they stand out too much.
So... back to APIs for a minute.
EOD creates good trees and, using the proper "no-shading" and "no-shadows", the trees appear almost perfect, proper coloration even using FS's own tree textures, show seasons reasonably in synch with the rest of the scenery, blend in with the autogen trees, etc.
Their major drawback is that, in slower systems, they will appear with no texture for a few seconds, showing like two rectangles with a "substitute" colour.
My scenery buddy managed to find a tweak for gmax trees that keeps them from appearing at all until the texture is "loaded". The problem with gmax trees is the coloration, but also the fact that they appear "lit" at dusk, night and dawn in Vista/DirectX 10. A night texture will partially cure the problem, but dusk and dawn is still a problem.
So... We are trying to find a tweak for the API that would keep the tree from appearing until the texture is "loaded".
The first step was to change the substitute colour. I got the trees to appear dark green before the texture is loaded. This blends better with the background than white or black, but it is still two rectangles that stick out.
The section of the API that controls that is like so:
LoadBitmap( 0 6 EF 82 105 66 "trees.bmp" )
where
82-105-66 is the R-G-B for the substitute green colour until "trees.bmp" gets loaded.
Now, what I am looking for is an API tweak that will make the substitute colour totally transparent/invisible until trees.bmp gets loaded.
Any hints?
Thanks!!!
Fern
[FS2004/Vista/XP]
Trees seem to be a challenge. Many will disagree with me, but two-plane trees with gmax is out of the question. Rotating trees are OK but used near autogen trees they stand out too much.
So... back to APIs for a minute.
EOD creates good trees and, using the proper "no-shading" and "no-shadows", the trees appear almost perfect, proper coloration even using FS's own tree textures, show seasons reasonably in synch with the rest of the scenery, blend in with the autogen trees, etc.
Their major drawback is that, in slower systems, they will appear with no texture for a few seconds, showing like two rectangles with a "substitute" colour.
My scenery buddy managed to find a tweak for gmax trees that keeps them from appearing at all until the texture is "loaded". The problem with gmax trees is the coloration, but also the fact that they appear "lit" at dusk, night and dawn in Vista/DirectX 10. A night texture will partially cure the problem, but dusk and dawn is still a problem.
So... We are trying to find a tweak for the API that would keep the tree from appearing until the texture is "loaded".
The first step was to change the substitute colour. I got the trees to appear dark green before the texture is loaded. This blends better with the background than white or black, but it is still two rectangles that stick out.
The section of the API that controls that is like so:
LoadBitmap( 0 6 EF 82 105 66 "trees.bmp" )
where
82-105-66 is the R-G-B for the substitute green colour until "trees.bmp" gets loaded.
Now, what I am looking for is an API tweak that will make the substitute colour totally transparent/invisible until trees.bmp gets loaded.
Any hints?
Thanks!!!
Fern
