Texture.cfg (FSX)
Overview
FSX implements a new method to reduce the amount of disk-space required to create aircraft containers.
Pre FSX
Every aircraft repaint required a full complement of the model's textures to be present in every texture livery folder.
There was a basic fallback option, utilising the FS\texture folder for textures common across all aircraft & scenery.
In FSX
FSX utilises an enhanced Texture Fallback Scheme.
In its most basic form, an aircraft model only requires a single folder containing all that model's textures.
This folder is that aircraft's default texture fallback folder.
Each livery then need only contain those textures different from the default.
Plus a text file named texture.cfg, and that livery's thumbnail.jpg
texture.cfg
The texture config file contains references to the relative paths of the various fallback folders.
These references are ranked in order of fallback.
Fallback.#= supplemental texture directories outside of root texture folder
A copy of the texture.cfg is placed in every livery's texture folder.
Fallback texture files do not override textures found in the texture folder originally being called.
thumbnail.jpg
A small image of that aircraft livery for display in the select aircraft dialog.
Bugs
- There is an incorrect path error in the FSX default aircraft's fallback.3 reference, (see below).
- There is an acknowledged "bug" that sometimes causes FSX -
- To lose track of where common textures are located.
- thumbnail.jpg images to become "out of synch" with their parent folder.
- Multiplayer users to sometimes see other players, or their own, aircraft, displaying incorrect liveries, or the default livery.
- To display some legacy aircraft incorrectly, as their texturing depends on accessing default files
- e.g. GlobalEnv*.dds
- which are located in -
- C:\Program Files\Microsoft Games\Microsoft Flight Simulator X\Texture
- Inclusion of an appropriate texture.cfg will correct some of their issues.
Fix
The solution for all models is to -
(a) use the ..\texture folder only for common textures and have dedicated ..\texture.variation folders for all the unique textures for every livery...
...and...
(b) write a custom texture.cfg file that will provide accurate fallback paths.
For Existing Models
To fix this issue for pre-existing 3rd party, or FSX default aircraft.
For the sake of simplicity only, in the following example I've used the numbering system adopted for FSX default aircraft.
Folder Structure
The aircraft folder structure should be -
..\texture all common textures, including those for the ''default livery''. ..\texture.0 contains no textures thumbnail.jpg texture.cfg ..\texture.1 all unique textures for livery 1 thumbnail.jpg texture.cfg ..\texture.2 all unique textures for livery 2 thumbnail.jpg texture.cfg
The additional folder ..\texture.0 acts as the unique livery reference for that livery previously referenced by ..\texture
aircraft.cfg
Generally, in the aircraft.cfg this was accessed by -
[fltsim.0] texture=
Which would now become -
[fltsim.0] texture=0
I said generally, as some default FSX aircraft have non-rational numbering applied.
texture.cfg
fallback.1=..\texture fallback.2=..\..\..\..\Scenery\Global\texture fallback.3=..\..\..\..\Texture
For New models
Proposed methodology for new models -
For example:
..\texture.common
all common textures.dds
..\texture.Livery1
all unique textures for Livery1.dds
thumbnail.jpg
texture.cfg
..\texture.Livery2
all unique textures for Livery2.dds
thumbnail.jpg
texture.cfg
texture.cfg
[fltsim]
fallback.1=..\texture.common
fallback.2=..\..\..\..\Scenery\Global\texture
fallback.3=..\..\..\..\Texture
fallback.3
fallback.3 provides a valid path to the following common textures -
Fresnel_Ramp.dds
FresnelTest.bmp
FresnelWater.bmp
GENFresnel.dds
GlobalEnv_AC_Chrome.dds
GlobalEnv_AC_Chrome_32.dds
GlobalEnv_AC_Chrome_64.dds
GlobalEnv_AC_Chrome_128.dds
GlobalEnvTest.dds