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P3D v3 Convert Default Textures for use in GP-Editor

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15
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newzealand
Hi,
I'm fairly sure I'll get quite a few "why" questions to this but I am trying to figure out how to convert the Default taxi_tarmac.dds (or any other default texture) so that it can be used in GP Editor.

To answer the Why - I am changing an airfield and want to use GP-Editor's ability to convert a Helper Shape to a Custom GP Line (arc). I then want that arc to merge seamlessly into the existing tarmac.

So far I have tried converting using ImageTool and DXTBMP. No matter what I do the texture/s come out blurry.

I assume I am missing something really simple here but then I'm a simple man:confused: Any pointers to an existing set of instructions would be greatly appreciated.

Cheers

Hazza
 
Why do you think anything needs t be "converted". Just create a 24-but version for the Textures_Dpy folder and place a copy of the texture into the Textures folder. Follow the directions for Taxiway_Marks.bmp in the middle of page 24 of the latest version of the user manual.

Don
 
Thanks Don for the quick reply

Just to be clear (did I mention the word simple?), I copy the taxi_tarmac.DDS into the Texture folder is it already exists.

Then open a copy of taxi_tarmac.dds in ImageTool. Change the format from DXT1 to 24bit and save as taxi_tarmac.dds and place this in the dpy folder.

I then place the following in the Texture_def.txt file "taxi_tarmac|1024|1024|true" (not sure about the true/false thing, actually not sure about the WHOLE thingo_O)

And then place the following in the Lines_def.txt file "Tarmac - Arc | taxi_tarmac |" I then couldn't understand what I had to do for the rest of it

Once I make the necessary changes, I compile the airport and place the two bgl's in the airportname/scenery folder

Cheers

Hazza

OK, so I now found the correct Manual - so I don't add the lines to the def files!

However, when I open ADE-GP Texture Editor my DDS files are not listed in the dropdown box under Texture Definition:scratchch
 
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"Change the format from DXT1 to 24bit and save as taxi_tarmac.dds and place this in the dpy folder"

No, it needs to be in bmp or png format inside texture_dpy folder (24 bit), as in taxi_tarmac.bmp or taxi_tarmac.png
.dds is fine for the Texture folder.
 
Yes, save it instead as taxi_tarmac.bmp. And if it is coming out blurry in FS, you may have tried to stretch the texture too much. In the GP Editor make the polygon bigger (so the texture is smaller, relatively). This will compress it and make it sharper. If it ends up smaller than the polygon (and it will), FS will tile the texture to fill the polygon (that is what that texture is designed to do).

Hope this helps,
 
Hazza, your entry in textures_def.txt is OK. As PinkJr says, the file in Textures must be in .bmp format.

It's not clear what you are trying to accomplish by putting an entry in Lines_Def. If you are planning to draw lines with tis texture, since it is a uniform texture you don't need an entry in Lines_def since any segment of the texture will do.

Don
 
Sorry, been away a couple of days.

Thanks for all the info guys! So I understand now that I don't need a lines_def entry - great!

One last question if I may? What values should I put in the Width and Height boxes in Texture Editor (currently 5Ft ad 5Ft)? When I use the texture for my Arcs (converted from Helper Shape) they still appear blurry (under left wing)

170325%20Harry-2017-mar-25-001_zpsdq0ifqdo.jpg


Cheers

Hazza
 
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5x5 seems a little smqll, but its entirely up to you. Experiment!

Is the area under the wing the same GP as the rest? (I suspect not.) Try editing each poly and click reset brfore OK.

Don
 
Hi,

As Don says you can make it too small as well, which may appear "blurry" but actually is so tiny no detail will appear in FS.
 
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