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FSXA Seasonal textures problem

Messages
144
Country
algeria
Hi everyone! (Sorry if it has been discussed before, and also Sorry about this thread, it maybe too long)

We're working now on Naples Intl Airport in Italy (LIRN) project, and we want to create a seasonal textures for the ground (Not PhotoScenery, I mean ground polys), the problem is : FSX always loads Fall textures even if we start flight in Spring or Summer season (work normally for Hard or Heavy Winter, means FSX loads normally the winter textures when flying over it in winter season} )
We've used ModelConverterX, Ground Polygon Wizard to compile BGL, and here are the steps we followed:

1- Here are my textures of each season (I've just created textures for Fall and Hard or Heavy Winter seasons using Photoshop)
8TWmWI.jpg

2- We've modeled ground using 3ds Max and have mapped only the normal texture which is : "grd_1x6" then have exported it into an .X file and then to Ground.MDL. Using ModelConverterX and Ground Polygon Wizard, We've checked "Seas" and have clicked on Define Seasons... and then checked another time : "Fall, HeavyWinter" to let FSX load the normal texture which is "grd_1x6" in Summer, Spring and winter seasons. Then we've clicked Set and Convert, like in this picture:
A0OWgK.jpg

Here is the Scasm code, take a look at it, maybe something wrong which caused the problem:

Code:
; SCASM source file for FS2002 style ground polygons
; Made by ModelConverterX

Set( fsvers 0x800 )
Set( buf 20480 )
Set( areamx 2048 )
Set( labels 25000 )
Set( patches 37500 )
Set( linbuf 32000 )

Header( 1 40.8840548219089 40.8827629109026 14.2898110583231 14.2883749768333 )
LatRange( 40.8827629109026 40.8840548219089 )

Area( C 40.8831839050489 14.2887959724294 50 )
LayerCall( :Lay50 50 )
Jump32( : )

:Lay50
Call32( :LayData50 )
Return

:Return50
Return

:LayData50
RefPoint( 7 :Return50 1 40.8831839050489 14.2887959724294 v1= 30000 v2= 36 )

BGLVersion( 800 )

MaterialList( 0
0.5880 0.5880 0.5880 1.0000 0.5880 0.5880 0.5880 1.0000 0.9000 0.9000 0.9000 1.0000 0.0000 0.0000 0.0000 1.0000 0.0000
)

TextureList( 0
5 00 128 128 128 0 1000.0 "GRD_1X6.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_FA.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_HW.BMP"
)

VertexList( 0
-25.0362 0.0099 -24.9823 0.0000 1.0000 0.0000 0.000000 0.000000
25.0360 0.0099 24.9824 0.0000 1.0000 0.0000 0.500000 0.500000
-25.0360 0.0099 24.9824 0.0000 1.0000 0.0000 0.000000 0.500000
25.0362 0.0099 -24.9823 0.0000 1.0000 0.0000 0.500000 0.000000
)

:seasCheck0_0
IfVarRange( :seasCheck0_1 0x038A 111 354 )
SetMaterial( 0 1 )
Jump32( :seasCheck0_e )
:seasCheck0_1
SetMaterial( 0 2 )
:seasCheck0_e
DrawTriList( 0
0 1 2
0 3 1
)
EndVersion

Return

EndA

Area( C 40.8836338263127 14.2887959724294 50 )
LayerCall( :Lay50 50 )
Jump32( : )

:Lay50
Call32( :LayData50 )
Return

:Return50
Return

:LayData50
RefPoint( 7 :Return50 1 40.8836338263127 14.2887959724294 v1= 30000 v2= 36 )

BGLVersion( 800 )

MaterialList( 0
0.5880 0.5880 0.5880 1.0000 0.5880 0.5880 0.5880 1.0000 0.9000 0.9000 0.9000 1.0000 0.0000 0.0000 0.0000 1.0000 0.0000
)

TextureList( 0
5 00 128 128 128 0 1000.0 "GRD_1X6.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_FA.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_HW.BMP"
)

VertexList( 0
25.0360 0.0099 -24.9823 0.0000 1.0000 0.0000 0.500000 0.500000
25.0358 0.0099 24.9824 0.0000 1.0000 0.0000 0.500000 1.000000
-25.0358 0.0099 24.9824 0.0000 1.0000 0.0000 0.000000 1.000000
-25.0360 0.0099 -24.9823 0.0000 1.0000 0.0000 0.000000 0.500000
)

:seasCheck0_0
IfVarRange( :seasCheck0_1 0x038A 111 354 )
SetMaterial( 0 1 )
Jump32( :seasCheck0_e )
:seasCheck0_1
SetMaterial( 0 2 )
:seasCheck0_e
DrawTriList( 0
0 1 2
3 0 2
)
EndVersion

Return

EndA

Area( C 40.8831839050489 14.289390062727 50 )
LayerCall( :Lay50 50 )
Jump32( : )

:Lay50
Call32( :LayData50 )
Return

:Return50
Return

:LayData50
RefPoint( 7 :Return50 1 40.8831839050489 14.289390062727 v1= 30000 v2= 36 )

BGLVersion( 800 )

MaterialList( 0
0.5880 0.5880 0.5880 1.0000 0.5880 0.5880 0.5880 1.0000 0.9000 0.9000 0.9000 1.0000 0.0000 0.0000 0.0000 1.0000 0.0000
)

TextureList( 0
5 00 128 128 128 0 1000.0 "GRD_1X6.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_FA.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_HW.BMP"
)

VertexList( 0
-25.0360 0.0099 24.9824 0.0000 1.0000 0.0000 0.500000 0.500000
-25.0362 0.0099 -24.9823 0.0000 1.0000 0.0000 0.500000 0.000000
25.0362 0.0099 -24.9823 0.0000 1.0000 0.0000 1.000000 0.000000
25.0360 0.0099 24.9824 0.0000 1.0000 0.0000 1.000000 0.500000
)

:seasCheck0_0
IfVarRange( :seasCheck0_1 0x038A 111 354 )
SetMaterial( 0 1 )
Jump32( :seasCheck0_e )
:seasCheck0_1
SetMaterial( 0 2 )
:seasCheck0_e
DrawTriList( 0
0 1 2
3 0 2
)
EndVersion

Return

EndA

Area( C 40.8836338263127 14.289390062727 50 )
LayerCall( :Lay50 50 )
Jump32( : )

:Lay50
Call32( :LayData50 )
Return

:Return50
Return

:LayData50
RefPoint( 7 :Return50 1 40.8836338263127 14.289390062727 v1= 30000 v2= 36 )

BGLVersion( 800 )

MaterialList( 0
0.5880 0.5880 0.5880 1.0000 0.5880 0.5880 0.5880 1.0000 0.9000 0.9000 0.9000 1.0000 0.0000 0.0000 0.0000 1.0000 0.0000
)

TextureList( 0
5 00 128 128 128 0 1000.0 "GRD_1X6.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_FA.BMP"
5 00 128 128 128 0 1000.0 "GRD_1X6_HW.BMP"
)

VertexList( 0
25.0358 0.0099 24.9824 0.0000 1.0000 0.0000 1.000000 1.000000
-25.0358 0.0099 24.9824 0.0000 1.0000 0.0000 0.500000 1.000000
-25.0360 0.0099 -24.9823 0.0000 1.0000 0.0000 0.500000 0.500000
25.0360 0.0099 -24.9823 0.0000 1.0000 0.0000 1.000000 0.500000
)

:seasCheck0_0
IfVarRange( :seasCheck0_1 0x038A 111 354 )
SetMaterial( 0 1 )
Jump32( :seasCheck0_e )
:seasCheck0_1
SetMaterial( 0 2 )
:seasCheck0_e
DrawTriList( 0
0 1 2
0 2 3
)
EndVersion

Return

EndA
After Compiling
BGL, We moved it to scenery folder of Naples X and converted the textures to DDS DXT1 and placed them in the texture folder of Naples X:
ciCBx9.jpg

I'm sure we've done something wrong!

To not remember, the problem is : FSX always loads Fall texture on spring and summer seasons.

We will be glad if you help us and any help would be great!!
Thank you so much guys!!
 
Last edited:
I haven't a clue, but what if... You want seasonal textures and FSX may be looking for the "others" and when it can't find them it uses _FA texture. Did you try setting up a _SU and _SP texture (just a renamed original grd_1x6) and see if those work?

For all I know, once FSX realizes it has a _FA texture it might force the _SP/_SU/_WI thingy?
 
Hi,

If I look at the season days you defined you only have fall and heavy winter and fall covers most of the year. Why did you disable the summer season?
 
Thank you both for your replies!
We've not checked Summer and Spring and Winter Seasons because FS will look for grd_1x6_sp and _su and _wi, so that will make the scenery size too big. Our goal is to let FS load grd_1x6_hw on winter and heavy winter season, grd_1x6_fa on fall season, and grd_1x6 (Normal texture) on Summer and Spring. We've also changed the numbers in Define Seasons window like this:
pEPmiE.jpg

So we want HeavyWinter End day stay 110 in order to FS be able to load the normal texture in the rest days.
According to what I understand, ModelConverterX Define seasons covers all the days of the year and do not leave any day. So my question is: How FS load grd_1x6 (normal texture) if so ?

Please help us!
Dayou.
 
When you want to define only two portions of a year, what do you expect a program to use other times? If you rename your principal texture as grd_1x6_su and tell MCX to make summer be all the time that you do not have set up as fall or hard winter... does that work?

Or instead of trying, do you want to over-think it and try to come up with reasons why you "think" it will not work. Thinking is bad, trying and doing so you "know" is better!
 
Hi,

You would still need to keep the summer box checked. And you define the days for spring and summer there. The normal texture without any suffix will be used during the days specified as summer. And then for fall and hardwinter you defines the days of the year that you want those two to be active.

The seasons edit will automatically make sure that your seasons connect to each other, that's why the days sometimes jump.
 
Thanks a lot guys who helped me!! Thank you Arno, NoNewMessages. I managed to make seasonal textures for the ground by checking the Summer case in Define Seasons Window in MCX.
I used this method to create the seasonal textures. Who has got the same problem, please follow those steps to fix the problem:

1-Create a plane in 3dsMax/Gmax with real size, segs, after that convert that plane to an Editable Mesh and start mapping the ground with the normal texture (without any suffix):
ySxgsN.jpg

2-
A-For 3dsMax: Export the ground to (*.X) file and convert it to MDL using X2MDL tool (found in FSX SDK folder).
B-For Gmax: Export the ground to (*.MDL).
When you get the MDL file, import it to Arno's ModelConverterX and use the GroundPolygonWizard tool, and then do as the following picture:
jszQzp.jpg

1: Check "All textures seas" (If you have a night map for each texture, you have to check "All texture LM"
2: Then click on "Define seasons..." button.
3: When clicking on "Define seasons..." button, a new window appears with a name of "Define seasons".
4: Uncheck Spring and Heavy Winter (If you have a Spring texture, you have to check "Spring").
5: Change the numbers as in the picture.
6: Click "Set" button to apply changes and exit the Define seasons window.
7: Click "Convert" button to start the BGL compiling.

Make sure you have converted your textures to dds format and put them in the texture folder of FS. (FS will look for the texture without any suffix and the other one which has a suffix of _wi and _fa.

This is what I got in FSX:
EgWNT8.jpg
zGMGiE.jpg

wJxDnb.jpg

Again Thank you so much Arno and NoNewMessages.
I think this is the best I can explain for you.
Dayou.
 
Glad to hear you got it working. And nice description for others how to do it.
 
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