Hello!
From Jon Patch's blog regarding SP2: "FS9 objects with transparency may not display properly". From what I've seen myself my oldest API-based trees with DXT1 textures display the formerly transparent parts of the textures as black. Newer MDL-based trees built with FSDSv3 or 3.5, compiled with MakeMDL.exe and thereafter treated with MDL Tweaker II display the same parts as transparent but with the old DXT3 problem of "unlimited transparency, IE you can sometimes see through everything all the way to the horizon.
I guess ( at the moment I don´t have SP2 installed so I can't check it) that objects compiled "in the FSX way" with XtoMDL.exe will be OK.
My questions now are: Has someone found a way around these problems which allow you to create trees with correctly displaying textures, trees that also rotate to user and display seasonal textures? As far as I know MDL Tweaker II does not work with objects compiled with XtoMDL. Or does it? Are there other ways to treat "XtoMDL trees" to get the desired results? Or are there texture formats that will allow the old models to display properly?
Anyone?
Best regards,
Erik Björnwall
From Jon Patch's blog regarding SP2: "FS9 objects with transparency may not display properly". From what I've seen myself my oldest API-based trees with DXT1 textures display the formerly transparent parts of the textures as black. Newer MDL-based trees built with FSDSv3 or 3.5, compiled with MakeMDL.exe and thereafter treated with MDL Tweaker II display the same parts as transparent but with the old DXT3 problem of "unlimited transparency, IE you can sometimes see through everything all the way to the horizon.
I guess ( at the moment I don´t have SP2 installed so I can't check it) that objects compiled "in the FSX way" with XtoMDL.exe will be OK.
My questions now are: Has someone found a way around these problems which allow you to create trees with correctly displaying textures, trees that also rotate to user and display seasonal textures? As far as I know MDL Tweaker II does not work with objects compiled with XtoMDL. Or does it? Are there other ways to treat "XtoMDL trees" to get the desired results? Or are there texture formats that will allow the old models to display properly?
Anyone?
Best regards,
Erik Björnwall
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