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Upside down dds images in FSX

Hi,

My head is fried at the moment, so I'd like to ask a solution to my problem, if you don't mind.

I'm working purely with existing dds files, not bmp ones.

I convert straight from the X file in ModelConvertor, and it places the object ( BGL file) in the scenery directory of fsx.

The model appears OK, except the dds images are upside down.

Arno, Is there an Option in Model Convertor that can solve my problem, or is there a work around, other than
to convert the dds files to bmp files, then during the convert and place option, of ModelConvertor, the bmps will
be re-switched=over to dds and flipped.

In a nut shell, how does Model Converter handle X files that list dds only bitmaps ? Thanks.

Any help on a simple solution to this would be greatly appreciated.

I've lots of success putting stuff in Flight Sim X, but have come back to it after a long lay off, and I'm really rusty.

Many thanks,

Max
 

christopherbritton

Resource contributor
Hi Max,
What format were your textures in before you imported the X file into MCX? If you created the DDS textures and didn't let MCX do it, then you need to vertically flip your textures manually. A simple fix would be to pull your texture into DXTBMP, send it to an editor of your choice, flip it, save it, refresh the image in DXTBMP, then save it as a DDS again. Just note you may loose a little quality this way, depending on which compression algorithm you use.

To avoid this, you can alternatively take your original texture, (before converting to DDS) import it into an editor, flip it, save it, import into DXTBMP, then save as a DXT5 DDS file.
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Hi Max,

MCX should also show them upside down in that case, it renders like FS. It's on the wishlist to allow flipping from inside MCX. For now just flip them in your graphics tool.
 
Hi Max,

MCX should also show them upside down in that case, it renders like FS. It's on the wishlist to allow flipping from inside MCX. For now just flip them in your graphics tool.

Thanks Arno.
I think I'll batch convert the dds to bmp, then use your MCX to go straight from X file to BGL with the convert and position tool.
I have faith in ModelConverter, so I'll adapt to suit it, rather than expecting it, to adapt to me.

Max
 
Hi Max,
What format were your textures in before you imported the X file into MCX? If you created the DDS textures and didn't let MCX do it, then you need to vertically flip your textures manually. A simple fix would be to pull your texture into DXTBMP, send it to an editor of your choice, flip it, save it, refresh the image in DXTBMP, then save it as a DDS again. Just note you may loose a little quality this way, depending on which compression algorithm you use.

To avoid this, you can alternatively take your original texture, (before converting to DDS) import it into an editor, flip it, save it, import into DXTBMP, then save as a DXT5 DDS file.
Thanks Chris. I've downloaded the DXT Bmp software.
I was wondering, would scenery work better in FSX, regarding Frame rates, if I use MIPs ? Are they to be recommended?
I know the theory of them , but in practical terms should I bother?

Regards,
Max
 

christopherbritton

Resource contributor
Thanks Chris. I've downloaded the DXT Bmp software.
I was wondering, would scenery work better in FSX, regarding Frame rates, if I use MIPs ? Are they to be recommended?
I know the theory of them , but in practical terms should I bother?

Regards,
Max
Hi Max.
In most cases you will want to use MIPs. Since MIPs are smaller versions of your texture (contained within your texture file) this allows for objects at a distance to be rendered faster, as the smaller texture can be pulled from the cache much faster. Another good reason to use MIPs is because loading a full-sized texture at a distance can cause flickering. The only downside I can think of is that textures with MIPs will use slightly more memory, but IMO the trade-off is worth it.
 
Hi Max,
What format were your textures in before you imported the X file into MCX? If you created the DDS textures and didn't let MCX do it, then you need to vertically flip your textures manually. A simple fix would be to pull your texture into DXTBMP, send it to an editor of your choice, flip it, save it, refresh the image in DXTBMP, then save it as a DDS again. Just note you may loose a little quality this way, depending on which compression algorithm you use.

To avoid this, you can alternatively take your original texture, (before converting to DDS) import it into an editor, flip it, save it, import into DXTBMP, then save as a DXT5 DDS file.

Hi Christopher and Arno,

I bought a batch file flipper on-line, and it works great. Everything looking good now in the sim.

Thanks for both of your help.

Max
 
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