Fs Texture Converter
Notes on FS Aircraft Files Last updated: 20Jan06 This page is intended as helpful information for the FS beginner. Installing the Models Note: Model, Panel & Sounds are all separate downloads. The file 'COMET4.zip' does not contain the panel or sounds. The panel is in 'COMETPANEL.zip' and the sounds are in 'COMETSOUND.zip' (can't really believe I need to mention this, but apparently so!
) The BAC 1-11 & Trident now have automated installer programs for FS2004. If you are using another version of MSFS, install into a temprary folder & manually move the folders where they ought to be, as below. Tip: It's a good idea to have a folder set aside to extract all of your downloaded zip files into. Once extracted & checked over, you can then move the extracted folders to their correct location. This is safer than attempting to extract files direct to their final location.
Installing the models is easy. Each download contains the correct folder structure for the models to work in FS2004. If you extracted each download straight into your 'Flight Simulator 9' folder, it would work. However, I would advise you take the safer option & extract your downloaded zip files into a temporary area first. After extracting, you will find a folder called 'Aircraft'. (Some files may also have an 'Effects' folder, or 'Texture' folder) The contents of the 'Aircraft' folder needs to go into your 'Flight Simulator 9 Aircraft' folder. If the download also has an 'Effects' folder, the contents of this folder needs to go into your 'Flight Simulator 9 Effects' folder.
If the download also has a 'Texture' folder, the contents of this folder needs to go into your 'Flight Simulator 9 Texture' folder. See below, I downloaded all of the Trident files & extracted these zip files into a temporary folder called 'C: TEMP'. Just drag & drop the contents of 'Aircraft' (circled in red) straight into your 'Flight Simulator 9 Aircraft' folder. When you drag & drop say 'yes' to Overwrite any files or folders if it asks. Same idea with the contents of the 'Effects' folder or the 'Texture' folder. That is all you need to do to correctly install a DMFS model into FS2004. Note: The path of the 'Flight Simulator 9' folder is normally ' C: Program Files Microsoft Games Flight Simulator 9'.
I've tried most of them & the best one I've found for this purpose is Pixia. Utilities With so many different FS texture formats used in the various MS sims a good Texture Converter utility is essential. Martin Wright is the foremost FS graphics expert. His ConvR8 & DXTBmp utilities, plus a suitable paint program, are all you.
IMPORTANT NOTE IF YOU HAVE INSTALL PROBLEMS. The ' DMFS Shared Files' folder is intended to be in the ' Flight Simulator 9 Aircraft' folder exactly as it is. All of the models now look to this folder for their panel, sound & documentation files.
If you do not install this folder in the correct place you may end up with the panel & sounds from a Cessna instead! Once installed, you should have a structure like this in your 'Flight Simulator 9 Aircraft' folder:- The 'DMFS Shared Files' folder is used to hold the panel, sounds & documentation for all DMFS models. If you are interested in how the 'DMFS Shared Files' folder works. The panel & sounds use the 'alias' technique that is provided in FS. If you look inside the file '.Aircraft BAC 1-11 500 sound sound.cfg' you will see the following text:- fltsim alias=DMFS Shared Files BAC 1-11 Sound And the same idea is used with panels in the 'panel.cfg' file. So, using aliases, I can have just one set of sound files and panel files for all of the BAC 1-11 models.
The documentation can be viewed from the FS kneeboard & this is set up in the 'aircraft.cfg' file found in each model's own folder. For all BAC 1-11s the following lines are set in each fltsim section:- kbchecklists=. DMFS Shared Files BAC 1-11 Documentation Checklist kbreference=. DMFS Shared Files BAC 1-11 Documentation Manual Installing in FSX Not all of the models work properly in FSX. So far, the Comet is the only one that has been designed with FSX in mind. Future releases will all be designed to work as well as possible in FSX. Install in FSX is different because they have changed the folder structure.
Aircraft = SimObjects airplanes The examples below are for the Comet only, but will also loosely apply to the other models. Extra sounds for co-pilot calls & takeoff config warning need files editing because they've changed the folder structure. The panel.cfg in ' DMFS Shared Files' needs this line modified. Gauge32=dsdxmlsound3!dsdxmlsound3, 2,2,5,5. Aircraft DMFS Shared Files DH106 Comet 4 Panel VC DMCOMETsound.ini change it to be. Gauge32=dsdxmlsound3!dsdxmlsound3, 2,2,5,5.
SimObjects airplanes DMFS Shared Files DH106 Comet 4 Panel VC DMCOMETsound.ini The file DMCOMETsound.ini in ' DMFS Shared Files' also needs the paths editing. Sound00=./Aircraft/DMFS Shared Files/DH106 Comet 4 Panel VC/ALERT.wav Will need to be. Sound00=./SimObjects/airplanes/DMFS Shared Files/DH106 Comet 4 Panel VC/ALERT.wavSmoke effects also needs a file edit to work properly in FSX. Each aircraft.cfg file has a section called SMOKESYSTEM Remove the first 4 entries, then edit out the '//' from the last 4 entires.
The end result should look something like this. SMOKESYSTEM Smoke.0= -9.9, -13.0, 0.00, DMCOMETSMOKEFSXR Smoke.1= -9.9, -11.0, 0.00, DMCOMETSMOKEFSXR Smoke.2= -9.9, 9.0, 0.00, DMCOMETSMOKEFSXL Smoke.3= -9.9, 11.0, 0.00, DMCOMETSMOKEFSXL Installing in FS2002 Installation is the same as for FS2004, but you will need to move any '.cab' files into your FS ' Gauges' folder.
These cab files are held in the relevant panel folders inside ' DMFS Shared Files'. The ' DMFS Shared Files' folder is found inside your FS ' Aircraft' folder. The only '.cab' files used in all of my models are these:- DM1-11.cab DMCOMET.cab DMVC10.cab DMTrident.cab SAVt2bits.cab Also note that with FS2002, the FS folder is not called ' Flight Simulator 9' Converting Texture Format These days my models mainly use 32-bit textures. This texture format offers the best image quality on higer spec PC's, but they can be quite demanding on the resources of some systems.
If your system doesn't handle the 32-bit textures well, there is a simple batch converter that can automatically convert the model's textures into the more efficient DXT3 format. Each of the models now comes with this automatic texture conversion utility pre-installed inside each of the aircraft's folders. Or if you have an earlier version of the model, you can download the utility & install it yourself. (78 k) This Texture Converter uses the batch processing capability of the standard 'Imagetool' texture conversion program that Microsoft Supply for FS. To install the texture conversion utility, copy the two files 'imagetool.exe' and 'Texture Converter.bat' into the aircraft's folder.
The example below shows where the two files should be installed to convert the textures of the Vickers Super VC10. To convert the textures, run (double click) the file 'Texture Converter.bat'. This window should be displayed. All you need to do is enter the number of the option you require. Aircraft Folder Structure & Files It's well worth spending some time to find out how the files in the 'Aircraft' folder are used in FS.
The FS2004 '/Aircraft' folder holds all the aircraft available in sub folders. These sub folders can be given any name you want. Within each Aircraft's folder there are a number of files and the sub folders '/model', '/panel', '/sound' and '/texture'. An FS model is made up of separate parts that are fairly loosely connected. You can update bits separately or within reason, you can swap bits from one model to another. Panels & Sounds can be treated as totally separate items & can be used on different models, by copying & pasting the relevant files.
Model files & texture files are directly linked. An 'Mdl' file will only work with a specific set of texture file names.
Similar models can be made to use another 'Mdl', but the texture files must always be named correctly for them to show in FS. The flight dynamics are contained in two files 'Aircraft.cfg' & the 'Air' file. These files will contain information that is linked directly to the model.
However the only vital link is to do with the positioning of the model on the ground & the position of the gear. Flight dynamics files can be transferred to other similar models. They will work, but may need a bit of tweaking. Here is a breakdown of the important bits in an Aircraft's folder:- Folder File Name Description The Aircraft's Folder Aircraft.cfg This file is a plain text file that can be edited using 'Notepad'.
'Aircraft.cfg' has gained in importance since FS2002. It now contains a lot more information which can override the flight dynamics in the 'Air' file. It is a standard configuration file format, with a heading in square brackets , followed by a number of properties & values. The many co-ordinate values that are specified in this file, relate to the centre 0,0,0 co-ordinates of the model in the 'mdl' file. The fltsim section This section contains information specific to the individual model, such as the name, descriptions & ATC information. It should always be at the top of the file, kept separate from the general flight dynamics underneath.
The correct name of the 'Air' file must be specified in the 'sim=' field in the fltsim section. If your model does not show in FS, check that the 'Air' file name is correct in here.
Don't include '.air' in the name) It also contains all the text that is displayed in the FS selection window & the ATC information. To be displayed properly in the FS aircraft selection window, each model must have a unique Title & Descriptions. Grouping multiple texture folders in Aircraft.cfg Many different sets of textures can be grouped together in one aircraft folder. It should have been so much easier, but. This is done by adding a unique identifier to the name of each separate texture folder, using a dot in between. The identifier can be text instead of a number, to make things more obvious. /Texture.CourtLine /Texture.DanAir In 'Aircraft.cfg' you need a separate fltsim section for each set of textures.
Each Fltsim section must have a sequential numeric identifier. fltsim.0 fltsim.1 In each fltsim section there is a field 'Texture='. You set this equal to the unique identifier of the relevant texture set. Texture=DanAir Setting 'Texture=' will use textures in the '/texture' folder. You can also use this same technique for the '/model' folders using the 'model=' parameter, if you want to, but things can end up a little complicated. The same technique also works with panels & sounds. There may be an upper limit on the number of different models that can be grouped together in this way.
The 'Air' file This file contains the flight dynamics settings for the model. The 'Air' file can only be edited using an 'Air file editor' which are available for free on the internet. Abacus do one ( FDE).
I can also recommend ' AirEd'. Tinkering with the flight dynamics in the 'Air' file is not recommended, unless you know what you are doing, or unless you like a good laugh.
Readme.txt This file is a plain text file that can be edited using 'Notepad'. The 'readme' file contains credits for any new or original work done on the model. It should include the e-mail addresses of anyone who has worked on the model. It should also contain installation notes and any other relevant info about the aircraft in general.
/Model The 'Mdl' file This file contains the compiled code for the 3D model. The model in the 'Mdl' file can not be edited using development tools such as FSDS or gmax. The contents of the 'Mdl' file can only be edited directly by using a Hex editor.
You need expert knowledge to do this. The 'Mdl' contains references to the texture files. The names of the files in the '/Texture' folder must be the same as that specified in the 'Mdl', or the texture will not display. You can see the names of the texture files if you open the 'Mdl' with a normal text editor.
Pbp 3 serial killers. If your model does not display any textures, check the names of the texture files in the 'Mdl'. If they are different, you can rename your texture files. With FS2000 it was common to use a Hex editor to change the names of all the texture files in the 'Mdl', to include the name of your new model.
It cured a minor display problem with the FS2000 aircraft selection window. FS no longer has the problem & there is no benefit in doing this with current models. Model.cfg This file is a plain text file that can be edited using 'Notepad'. The correct name of the 'Mdl' file must be in here.
If your model does not show in FS, check that the 'Mdl' name is correct here. Don't include '.mdl' in the name) /Panel Panel.cfg This file is a plain text file that can be edited using 'Notepad'. This file gives FS all the information about the model's panel. It is quite a simple file to understand & many things can be altered, just by editing the text. There is an excellent program called 'CfgEdit' by Ed Struzynski. This is a visual 'Panel.cfg' editor.
It is simple to use & you can amend existing panels or create new ones. You can use the panel.cfg to point to panel that is held in a different folder. This panel.cfg tells FS to use the panel.cfg that is held in the folder 'B737400 Panel':- fltsim alias=B737400 Panel Gauges '.gau' files are normally copied into the FS 'Gauges' folder. But always make sure you follow the installation instructions given with your panel. The gauges held in '.cab' files are often left inside the panels own folder rather than being copied over into the FS 'Gauges' folder. FS will always look for gauges in the panels own folder first.
If it does not find the gauge there, only then will it look in the FS 'Gauges' folder.bmp Most panel's have at least one bitmap image. This is usually a cockpit picture that the gauges are displayed on. Some panels have other pop-up panels for things like radio's & extra engine gauges. Any of these extra panels can have a separate bitmap picture. If you want to edit the cockpit bitmap, be careful with the transparency. They are usually set to have a transparent colour. It is best to edit the bitmap through 'CfgEdit', as this handles the transparency setting for you.
/Sound Sound.cfg This file is a plain text file that can be edited using 'Notepad'. This file gives FS information about the model's sound files. You can use the sound.cfg to point to panel that is held in a different folder.
This sound.cfg tells FS to use the sound.cfg that is held in the folder 'B737400 Sound':- fltsim alias=B737400 Sound.wav The normal format for sound files is 'wav' format. These sounds can be edited using a wave file editor. The engine sounds are usually split into internal & external sounds. They also have a separate 'whine' & 'combustion' component.
The engine sounds use rate parameters (rparams) & volume parameters (vparams) to tell FS how to reproduce the sound. Download the MS Flight Simulator SDK for detailed description of the parameters. /Texture.bmp With models created using FSDS, the texture files are usually in '.bmp' Windows bitmap format. This means that they can be edited using any Paint Program. Do not rename any of the texture files or alter their physical size. Texture files are normally sized in multiples of 256 pixels.
So they can be 256 x 256, 512 x 512, 1024 x 1024 etc. The standard is to use 8 bit (256 colours), 256 x 256 or 512 x 512. This is not always the case, as different sizes & formats can be used. Bigger does not automatically mean better. The 8 bit (256 colour) format has a set palette of 256 colours.
To use other colours, you may need to convert the file to 24 bit format. You must always remember to convert back to 8 bit (256 colours) for the texture to display in FS. Any files with 'LM' or 'L' appended to the name will be used for night lighting. Simply adding a file with an 'LM' will not turn on night lighting for a model that does not have it. Some parts of a model may not be covered by textures. They may have been assigned a fixed colour in the 'Mdl' file. There is a freeware utility available that can allow you to amend these fixed colours.
FS2002 can now use many different texture formats. These include 8, 24, 32 bit bitmaps, DXT1, DXT3. The freeware program 'DXTBmp' is highly recommended for creating & manipulate these formats.
It also has help text that gives a breakdown of what they do. An existing model will not benefit from using a different format to the original one. An old FSDS model can not be made to have reflective textures, by texture formats alone. Using multiple texture sets in one aircraft folder To save time & effort, as well as disk space, it is a good idea to group repaints of the same model into just one aircraft folder. This means that only the Texture folder is needed to add another repaint of the same model to FS. The flight dynamics, model, sounds & panel are all shared. It is very easy to do.
Each Texture folder is given it's own unique name, using a dot as a separator. Some use numbers, but it is easier to understand if you use more meaningful text names. So in a 1-11 500 aircraft folder you could have two Texture folders:- Texture.Dan-Air Texture.Bahamas Here is the 'Aircraft.cfg' file for the example above. This is only the top section of the file, the rest of the file is flight dynamics info & does not need to be changed. 0 title= BAC 1-11 500 Dan-Air sim= BAC1115 model= panel= sound= texture= Dan-Air checklists= description=BAC 1-11 500 Super One Eleven nModel by David Maltby uimanufacturer= BAC uitype= 1-11 500 uivariation= Dan-Air atcheavy=1 atcid=G-BDAT atcairline=Dan-Air atcflightnumber=473 fltsim. 1 title= BAC 1-11 500 Bahamas Airways sim= BAC1115 model= panel= sound= texture= Bahamas checklists= description=BAC 1-11 517FE Super One Eleven nModel by David Maltby uimanufacturer= BAC uitype= 1-11 500 uivariation= Bahamas Airways atcheavy=1 atcid=VP-BCN atcairline=Bahamas Airways atcflightnumber=476 - The bits in red are vital & must be right for the model to appear in FS. Here's a breakdown of these bits:- fltsim.
0 Each separate aircraft in the file has to have it's own fltsim section, with a unique number. The numbers must start at zero & be the next in sequence for each new aircraft. So the next aircraft added to this file must be under the section fltsim.2 title= BAC 1-11 500 Dan-Air This title must be unique to the aircraft.
If another aircraft in FS has the same title, only one will show up. Other than that, the text is not important & could be anything you want. Sim= BAC1115 This is the name of the '.Air' file for this model. In this example the file 'BAC1115.Air' is in the aircraft's folder. If the '.Air' file specified here does not exist in this aircraft's folder, the aircraft will not show in FS. Texture= Dan-Air This is the name given to the aircraft's Texture folder.
This example will look for a ' Texture.Dan-Air' folder. Uimanufacturer= BAC uitype= 1-11 500 uivariation= Dan-Air These settings are for the aircraft selection window in FS. Manufacturer & type should all be the same for each aircraft in this file.
Fs Texture Converter Download
Hi Bruno: Scenery object BGL(s) one creates with Instant Scenery (aka 'IS') are only 'instructions' for placement of objects; those objects themselves are physically located elsewhere inside a FS scenery object library BGL. Any objects 'IS' was able to display in its lists and/or work with on screen in a live FS flight are already 'active', loaded, and available for use inside FS; so you should not need to move or copy them elsewhere in order for them to be displayed on your own FS installation. If, however, the FS scenery object library BGL is a 'custom' set which is not a part of the FS default selection, and you want to be sure end users will have access to them so all your object placements for your IS project can be displayed, you must first 'inventory' all the objects you used in your project. 1.) With IS on screen, click the ' Open Scenery' folder icon to actively load your project's IS placement BGL. 2.) After FS finishes loading your project, re-indexing the scenery library, and you're returned to your flight in process, in the IS menu click '?'
3.) Your IS project details should now be displayed on a ' Scenery File' tab. This info can be selected, copied to the Windows clipboard via, and pasted into Windows NotePad via for offline review and/or editing. It is a good idea to include this info in a ReadMe file distributed with your IS project if you release it to others.
If your IS project uses objects from FS scenery object library BGLs which are a 'custom' set that is not a part of the FS default selection, it is helpful to include full details as to where an end-user can acquire any such 3rd party add-on FS scenery object libraries (ex: download, purchase etc.). NOTE: A FS scenery object library consists of 3D objects inside MDL files either as separate objects, or as part of a group inside a 'library' of multiple such MDL files compiled into a BGL.
These types of 3rd party add-on FS scenery object libraries normally should consist of a top folder ex: named for the library and 'theme' of objects, with a Scenery sub-folder containing the object library BGL(s), and a local 'paired' Texture sub-folder containing all texture files mapped / required by the above locally-associated scenery object library BGL(s). BTW: Custom add-on FS scenery object libraries which one makes via SDK methods etc. Would also be packaged and distributed as described above.
Both of the above distribution scenarios would require one or more accompanying 'placement' BGL(s) such as that made with IS in order for the 'placed' scenery objects to be 'called' and displayed by FS. FYI: There are also custom MDL files packaged along with placement information which can only be displayed / used at the coordinates specified inside that 'hybrid' combined BGL; these are sometimes referred to as ' geo-locked' objects, and although IS can list and display them, it normally cannot 'place' (.and FS cannot 'use') them outside the geographical area coded inside that object's BGL. These usually cannot be used successfully by IS, and other objects should be used instead.
Hope this info helps with the learning process! GaryGB Bruno.B. Hi Gary, thank you a lot,your reply was better than a tutorial.So,if I have understood,it’s not possible to extract one or more objects without uploading the complete library. If I want to share my job I must constrain people to download all 3rd party add-on libraries used (in my case EZ and RW12 for a total of 700 Mb).
No other way? I got some utilities programs like BGLX180(to decompile BGLs into XMLs),BGLcomp (from XMLs to BGLs) I tried to decompile a BGL library folder and got many MDLs and one XML(containing all informations:Guidnumbers of ModelData name and sourceFile referred to all the MDLs contained in the library itself.So,if I can work with the structure of this files(also changing geo position with XML),I think that my problem is now to identify the textures associated to every MDL. Is it correct or wrong? Thank You.Bruno. Hi Bruno: Although FS add-on scenery object library packages may be released into the public domain for 'free' use, technically the author of such a library retains not only the copyright for the objects, but the right to control both how and where the library is distributed.
It is generally considered inappropriate to disassemble and re-package 'parts' of an add-on library without the authors direct or indirect written permission. If a FS add-on scenery object library package ReadMe file gives ALL rights to the end-user to do whatever they want with the contents, then one could theoretically proceed to the next step of decompiling and using excerpts from that library in a 'reduced set', or as part of a mix of objects gathered from different libraries in a custom scenery object library package for one's project. However this is 'discouraged' in the FS community. For a number of reasons, the second most important of which (after author copyright / distribution control / permission issues) is the fact that one begins to flood the FS world with duplicate objects and worse yet, with duplicate GUIDs. It has been recommended that one should avoid this duplication of objects and GUIDs in the FS world, to reduce a potential cumulative hit on FS memory /resource utilization and associated impairment of FS performance. So IMHO, the FS Community consensus is that one should 'reference' what objects / libraries are used in a project, and go the full distance of citing their proper object and library name, as well as the location where such libraries can be found on FS download sites, so users can add the libraries on their systems and thus have them already available for display of objects used in your add-on and various other add-on sceneries. Yes, there can be some initial inconvenience with downloading 3rd party add-on libraries and activating them in the FS scenery library user interface; but once they are installed, one will not have to go get them again.
Bear in mind that avoiding the inconvenience of 3rd party library downloads, creating very detailed / true-to-life object renderings, and avoiding copyright or licensing fee issues in 'for-profit' projects, is why many commercial add-on scenery packages come with their 'own' set of custom-created scenery object libraries. Of course that involves a learning and production burden, and the process of making ALL of one's own objects can be very time consuming to the point that it's impractical to do, as it hinders the volume per year that a developer can make, affecting their creative satisfaction and/or their return on investment. So now a FS development trend is for a set of 'commonly used' objects which may be utilized for more generic aspects of a scenery (ex: UKVFR libraries, OzX libraries) to be cited as 'required' for 'full' detail as intended by the scenery developer; it is anticipated that multiple scenery packages may utilize various components in such libraries, and that those libraries should be installed and left fully intact on one's FS installation for current and future use. Authors may also then meet other scenery needs by placing 'some' of the IIRC approximately 1,500 objects in FS9, or the expanded set of FS9 objects with the 2,000 or so more objects added in FSX to its working total of around 3,500 total 'default' scenery objects; at least Microsoft realizes that this use is in the best interest of the FS community in the long run, and they don't take exception to 'placement' by commercial projects. Of those objects already included in FS. I suppose that in a practical scenario where only a very few objects are needed for a special project that is intended for a limited distribution ex: a Multi-player fly-in or other limited duration special event, or special routes utilized only by registered members in a VA etc. (all without having to pay for access/participation), one might consider extracting and separately packaging a 'few' objects, provided that full credit is given to the original author(s) with citations for the source libraries by file / package name and download location.
But some would frown on even that, suggesting libraries should be left intact as released by authors, and that permission should be granted first before doing any re-packaging. I hope you will consider the basis for this perspective as you contemplate your options for scenery creation / distribution in the future. GaryGB Bruno.B. Hi Gary, I understand and agree with you about the copyright of authors,although I find everywhere many scenery packages containing only bgls and textures used for those jobs.In my case my desire is only to share my job,(Lipy airport)with my friends of and not to share it in the network,but I don’t want to constrain my friends to download 700 Mb only for my airport.
Obviously I should reference in the readme file the names of the authors and their copyrights and warn that my job is intended only for registered members and is not allowed to spread it outside. I hope you trust on me,so I send you attached the report of IS about used objects. Bruno.B wrote: Hi Gary, I understand and agree with you about the copyright of authors,although I find everywhere many scenery packages containing only bgls and textures used for those jobs.In my case my desire is only to share my job,(Lipy airport)with my friends of and not to share it in the network,but I don’t want to constrain my friends to download 700 Mb only for my airport. Obviously I should reference in the readme file the names of the authors and their copyrights and warn that my job is intended only for registered members and is not allowed to spread it outside. I hope you trust on me,so I send you attached the report of IS about used objects. Bruno Hi Bruno: The information posted above shows that the objects used in: 'File: D: programmi Microsoft Games Flight Simulator 9 Addon Scenery static object library Scenery Aeroporto.bgl'. Have not been 're-packaged' in the sense I described above, since 'Aeroporto.bgl' is only instructions for the 'XML placement' of objects from their original FS scenery library 'source' BGLs'.
Apparently those source BGLs listed above in your post from the ' Scenery File' tab of the Instant Scenery program, are all intact and have the authors' 'original' file names. I'm wondering if perhaps anything got lost in translation here? Possibly you meant rather than re-packaging FS scenery object MDL files into 'new' scenery library BGLs, you instead wanted to package the original and un-altered authors' FS scenery library source BGLs with your 'Aeroporto.bgl' 'XML placement' file created with Instant Scenery? Perhaps you meant to say that you were concerned that the size of a 'collection' of multiple authors' FS scenery library source BGLs files would otherwise be a cumbersome 700 MB download for your intended end-users? Take for example, the huge 'EZ Objects Library' containing many authors' packages all in one comprehensive paired Scenery and Texture folder chain which Joe DeGregorio previously had gathered, updated as recently as May 08,2008, and made available for download via the Flight Level 390 / virtual Texas International Airlines www.virtualtxi.org websites under the file name 'EZOLIv33'. Although both the above web sites are now off-line, I believe that huge 'EZ Objects Library' file may be still available on other FS download sites.
For your end-users within the 'self-contained environment' at to save the potentially unnecessary time, bandwidth, and end-user installation hard disk space required to download the above huge 'EZ Objects Library', maybe you wanted to 'extract' only the original (intact and un-altered) authors' FS scenery library source BGLs and package them along with your ' Aeroporto R.Sanzio- Lipy' scenery? If so, that would be, IMHO a practical and perhaps even beneficial procedure, as many end users would rather have the convenience of only getting the FS scenery library source BGLs files needed for a particular add-on scenery package, in this case, your ' Aeroporto R.Sanzio- Lipy' scenery.
From what you wrote above, it seems that you would otherwise have intend to use and re-distribute the ' re-packaged' objects within an environment 'separate' from the outside FS Community as a whole, which appears to be a reasonably considerate procedure, IMHO. As long as your recipients clearly understand it is 'best' to NOT redistribute the re-packaged scenery libraries used in your project, and especially to NOT upload them to other publicly-accessible FS download sites, I would say that your proposed distribution scenario appears to be a fair and 'safer' use of 3rd party content. IMHO, all concerned should be aware (.and warned in writing in advance in an accompanying ReadMe file), that if the GUIDs for some of the objects re-packaged in your FS scenery libraries are duplicates of those installed and 'active' elsewhere in the FS scenery library stack of layers, FS may incur some compromise of resource allocation and performance. Best wishes for your scenery projects, and have fun with your online FS activities!
GaryGB Bruno.B. Hi Gary, sorry, but for clarity I want resume my situation: I created an Aeroporto.bgl that was completed and is fully working on my pc. The libraries used are all uploaded in my addon scenery folder. I sent you only the report of IS concerning all the libraries and relative objects used.Starting from this point,with the restrictions above discussed,I want to share my job only with my friends,but want that my package contains only the textures used.I still don’t understand how to identify and extract only the necessary textures to add to the package along with the Aeroporto.bgl.I need your explanation about. Thank you again GaryGB.
Hi Bruno: Sorry for the omission of what probably is the most important part of my reply to your original question above! As I was preparing a corrective edit to my last post above, I had to attend something in my office and had to abruptly cancel and exit; our posts then crossed. In answer to what likely is your “original question”, since it is still unclear as to whether you have downloaded all the “separate” listed 'EZ-Scenery' type object libraries above in the authors’ original packages, or whether you have the “ huge 700+ MB ‘EZ-Object Library’ as prepared by Joe DeGregorio” ( ex: named 'EZOLIv33') previously available via Flight Level 390 / virtual Texas International Airlines www.virtualtxi.org websites, I will try to explain your options for either of these 2 scenarios. If you have downloaded all the “separate” listed 'EZ-Scenery' type object libraries above in the authors’ original packages, your job may be the easiest, assuming you have these packages installed under FSX install path Addon Scenery. NOTE: Installation structure for these folders should be a ”top” folder ( ex: named for the scenery package) containing a Scenery and Texture sub-folder chain; BGL’s must all be on the Scenery folder, and all texture files must be in the Texture folder. If instead you have downloaded the “ huge 700+ MB ‘EZ-Object Library’ as prepared by Joe DeGregorio”, you are in for a lot of work to prepare just the parts you need for a minimal sized distribution package along with your airport scenery.
You can identify which textures pertain to which FS scenery library object source BGL’s via several methods. This CMD-mode utility by Michael Heise might be of some assistance matching FS scenery library object source BGL’s to their mapped textures ' MH's FS Library Scan V1.1 File Description: This utility will scan FS scenery folders for BGL library files. Unlike BGLScan in the FS SDK, it can cope with both FS9 and FSX library files. Information on library objects like GUIDs, multiple occurences, required and missing textures is written to csv files. This new version corrects bugs with incorrect missing texture reports. Texture files with alternative ending (e.g. DDS instead of BMP) or existing daylight textures will be found and reported.
Certain scenery folders may now be excluded from the search - useful if additional 'light' versions would lead to redundant results. ' FYI: This utility's output CSV files could be viewed as text files or used in a spreadsheet for further post-processing and analysis. This information could then be useful in identifying FS scenery library object source BGL’s and the textures which are mapped to the MDL files inside those libraries to ensure that all required files are available in your final scenery object distribution package to accompany your 'Aeroporto R.Sanzio-Lipy' scenery. Alternatively, one could install the 'original' version of Library Object Manager (LOM): That freeware utility by Jon Masterson (aka 'Scruffyduck') manages MDL and BGL based / 'XML-place-able' type FS scenery objects, and may be of use working with collections of FS scenery library objects and their mapped textures.
LOM does also list the texture files associated / required with MDL and BGL based / 'XML-place-able' type FS scenery objects, and can display them if you have made or otherwise acquired and imported 'thumbnails' of the textures for use in LOM. NOTE: The version of LOM in Scruffyduck's Airport Design Engine (ADE) is (currently) capable of 'most' but not all functions offered by the original LOM stand-alone version described herein. Browse to.then click on 'Scruffyduck Download Center' Once inside the Scruffyduck Download Center, Search for 'LOM' NOTE: For FS9-only objects, you'll likely want to download both: ScruffyDuck Utilities / Library Object Manager / lom100.zip and. ScruffyDuck Utilities / Library Object Manager / lom1003.zip After LOM is installed and configured, review the manual for procedures related to import of FS scenery object libraries and their mapped textures into that utility. When that process is completed, you can use the LOM utility GUI to identify which textures are ‘mapped’ to objects in authors’ FS scenery object library BGLs.
This latter process unfortunately would involve manually writing down the names of those textures, then manually retrieving them from the over 3,100 files located in the Texture sub-folder of the “huge 700+ MB ‘EZ-Object Library’ as prepared by Joe DeGregorio”. At this point it might become clear to you why I recommend against trying to extract separate FS scenery object library BGL source files and their mapped textures from the “ huge 700+ MB ‘EZ-Object Library’ as prepared by Joe DeGregorio”, because it is a NIGHTMARE trying to be sure that all required textures are identified and packaged with the appropriate folder structure along with the extracted BGL’s!
IMHO, it would be easier and safer to simply ZIP up the entire Texture sub-folder of around 375 MB from the “ huge 700+ MB ‘EZ-Object Library’ as prepared by Joe DeGregorio” and package it along with all the “separate” authors’ 'EZ-Scenery' type object libraries you listed in your post above. As having been used in your ' Aeroporto R.Sanzio-Lipy' scenery. Because any BGL set 'active' in the FS scenery library which is missing a mapped texture will impact FSX performance; but having extra “unused” texture files sitting idle in one big Texture sub-folder will not cause a problem; at least in that fashion, one has essentially cut the download size to approximately one half of what would otherwise have been required for the entire “ huge 700+ MB ‘EZ-Object Library’ as prepared by Joe DeGregorio”. FYI: There are also some considerable headaches involved in locating, downloading, extracting, and reconfiguring improperly prepared ZIP files (and the occasional automatic installer) for all the “separate” listed 'EZ-Scenery type' object libraries above in the authors’ original distribution packages from various FS download websites. However, you may ultimately find that this latter approach still proves to be the best / easiest option if you intend to distribute the “minimum required 3rd party FS scenery object library files” to accompany your own personal scenery object “placement” BGL’s such as in your ' Aeroporto R.Sanzio-Lipy' scenery. Bruno Hi Bruno: AFAIK, the major cause of decreased FPS with a high-detail scenery object is geometry (ex: polygons aka triangles and vertices) more-so than texture size.
However, reduction of texture size is sometimes done with scenery objects just as it is with clouds (actually a special type of scenery object) and with aircraft. You might find this interesting as a rationale for conversion: Bearing in mind that FS requires textures to be square on most objects (ex: 64x64, 128x128, 256x256, 512x512, 1024x1024, less frequently 2048x2048, and even more rarely 4096x4096 pixels in size, there are different types of DXT texture file formats which are used.
Alternatively, texture images should be sized so that pixel row and column dimensions are multiples of values which are divisible by 2 (aka: 'Powers of 2'): Most commonly 'newer' FSX scenery objects will use.DDS for scenery objects as they (and their alpha channels) are reportedly pre-flipped vertically for use by one's video card on-board graphics system, thus may often have the fastest read/write/render cycle. FYI:.DDS files are DXT BMP's with 'Direct Draw Surface' file extensions and DXT5 compression DXT3 BMP textures also work well on scenery objects and can be displayed in FSX as well as in FS9. DXT1 BMP files are also used in 16 or 32 bit formats, with or without alpha channels FSX SDK ImageTool is the best standard for determining what type of file format was used for creating an FS image file.
Bruno.B wrote: Hi Gary, Following your suggestions I used LOM, IrfanView and DXTBMP. LOM helped me to find textures associated with any required object (except some textures indicated as missing; how can I find them?
) Some help came from tabs of GUI enclosed in some objects pack. Sometimes I disassembled a BGL scenery objects pack to see GUID numbers and match them with those displayed in LOM window. After a long job I have now all the BMP textures I need (except the above mentioned). Hi Bruno: Hope I correctly interpreted what you intended to convey in your post above. IIRC, LOM will display the names of the texture files for a given object when that object is displayed in the LOM GUI after selecting that object by its GUID. One would then have to look for the missing texture file in the local Texture folder paired with your Scenery folder for the source of the object libraries.
Alternatively, would have to look for the missing texture file in the installed local Texture folder paired with your Scenery folder for the separately downloaded package of that authors scenery object library. If you cannot find the named texture file (usually a 'friendly text name' and not a name containing a 'GUID' such as used with 'thumbnail' files as described above), look in other separately downloaded packages of that authors scenery object libraries to see if it was mistakenly included with another collection. Rather than inside the library package it should originally have been included with.
As a last resort, one might have to look for the textures in other 'very large collections' of EZ-Scenery' libraries containing that author's work which were put together by 3rd parties. And of course, one could contact the author and ask for an original library package (.among other things!) For example, I have seen textures missing in some scenery object libraries by author Glenn 'Woody' Fout; there may be others, but bear in mind that this may have happened due to errors / omissions on the part of 3rd parties who decompiled those author's packages and re-packaged them or created the (un-authorized?) huge collections as we discussed above.
REMEMBER: BGLs that call mapped textures which cannot be found by the FS rendering engine at run time, have an adverse impact on FS performance, and may cause instability, or even CTDs. Please do NOT release BGLs without ALL mapped textures intact in the proper local Texture folder paired with a Scenery folder containing that BGL! Bruno.B wrote: Then I started to use DXTBMP, flipping any image (no alpha) and saving as DDS texture. I have now, for example, begun seeing that a DDS texture is 171 Kb instead of a 257 Kb for the same BMP texture. Is this the right procedure? In answer to your question,.DDS format DXT5 files are indeed compressed versions of the source. BMP files, so one might expect to see smaller file sizes for the same texture once converted as above.
However, you would NOT want to attempt arbitrarily converting the texture files for scenery library objects / MDLs for several reasons. 1.) It substantially changes the object itself from the format in which it was originally released by the author; this is a departure considerably above and beyond the original issue of 'discrete and isolated' re-packaging of the object library content without first receiving the authors express permission to begin with. As we discussed above in this thread. 2.) The author's instructions for intended display of the textures mapped onto the 3D geometry inside the MDL file are contained inside the MDL, and were created within the context of a particular version of the FS SDK, with a specific version of FS as the platform in which the scenery object was intended to be rendered at runtime.
A.) This means that there will be unique code in the object MDL for draw order, transparency, lighting / shadowing etc. Which will control how the object (and its mapped texture file wrapped onto the 3D model) is ultimately rendered by FS. B.) Also, 1 or more alpha channels may be used inside a texture file for reasons of implementing transparency etc., so one should not manipulate or remove entirely, an alpha channel when it is present in a texture file. 3.) One should not simply convert a FS9 scenery object texture file format from.BMP to.DDS, even with flipping any retained alpha channel(s), since 'properly' porting a FS9 object to FSX would require numerous changes to be made to the MDL to change certain instructions such as draw order, transparency, lighting / shadowing etc. Which will control how the object (and its mapped texture file wrapped onto the 3D model) is ultimately rendered by FSX. FYI: Porting FS9 scenery objects and MDLs (or those from certain earlier FS versions) into FSX is best done either via re-exporting source data by the original author using FSX SDK, or by an 'AUTHORIZED' end user using ModelConverterX.
Bruno.B wrote: Why have I to preinstall mwgfxdll.EXE? Thank you I meant to convey that one should always use the most up-to-date version of mwgfxdll.exe; it needs to only be installed once, but one should update it periodically. PS: I see you are now aware of the capabilities offered by ModelConverterX (aka 'MCX'): FYI: When a scenery object library BGL is imported into MCX, the 'Material Editor' lists the FS materials and/or any texture file names of mapped textures for the scenery object currently displayed on the 3D preview tab. Best Wishes with your ongoing project. GaryGB Bruno.B.