Quite a few possibilities for texturing with default FSX texture files can be seen in:
[FSX install path]\Texture
[FSX install path]\Scenery\[non-numeric area name]\Texture
[FSX install path]\Scenery\Cities\[area name]\Texture
[FSX install path]\Scenery\World\Texture
BTW: One could browse them as thumbnails with one of Martin Wright's utilities (which can display FS legacy and *.DDS file formats):
MWThumb Shell Extension (
not sure if it works in Win7)
http://www.btinternet.com/~mnwright/mwthumb/mwthumb1.htm
ThumbView
http://www.btinternet.com/~mnwright/programs/tview.htm
The above utilities are convenient to use in conjunction with some other must-have utilities which primarily display/modify one image file at a time (...but both can do 'batch' conversions of multiple files via their GUIs)
DXTBmp
http://www.btinternet.com/~mnwright/programs/dxtbmp.htm
Another very handy and well-written utility which I use that also can display/convert ('
most') FS *.BMP / *.DDS texture files is:
XnView
http://www.xnview.com/en/download.html
NOTE: XnView can also be configured to 'utilize' ImageTool via:
XnView Menu > Open With > Add Program (
browse to [FSX SDK install path]\SDK\Environment Kit\Terrain SDK\ImageTool.exe)
FYI: By adding XnView.exe to the
Windows "Send To" menu, one can
'send' entire FS texture folders into a Xnview thumbnail view.
XnView also can do 'batch' conversions of multiple files via its GUI:
XnView Menu > Tools > Batch Processing
...and of course, there is Microsofts own:
FSX SDK ImageTool
[FSX SDK install path]\SDK\Environment Kit\Terrain SDK\ImageTool.exe
FSX SDK's
ImageTool does 'batch' conversions of multiple files with a simple VB Script or DOS / CMD Mode "batch" file which utilizes the built-in command line switches of ImageTool.exe.
A
FSX SDK ImageTool command line switch reference window can be accessed using a DOS / CMD Mode 'help query' in the [FSX SDK install path]\SDK\Environment Kit\Terrain SDK\ 'sub-folder': <
whoops... I almost wrote "sub-directory" !

>
"
ImageTool.exe -?" (
no quotes; on command line, leave a space between all parameters placed after executable file name).
Clarification: that text command should read: ImageTool.exe[space][hyphen][question mark]
Examples of using ImageTool 'batch' functions (
change command line switch parameters for one's particular purpose):
http://www.fsdeveloper.com/forum/showthread.php?t=19130
You can reduce the vertex/poly count by making the doors and windows as textures, rather than modeling them in detail. just make a rectangular area to hold the texture.
As for the siding and roofing, there are default MS texture sheets that you might be able to use... convert them to jpg for use in Sketchup ( DDS textures would need to be flipped vertically ).
IIUC, what Dick refers to is mapping FS textures to polygon surfaces in one's Sketchup model.
IMHO, this would involve using a
copy of the default FSX bitmap (
ex: FS *BMP
or *.DDS which IIRC is another type of DXT5 *.BMP) converted to a format which Sketchup can use as a "imported material" texturing file format such as a *JPG.
NOTE: most JPGs are 'lossy', so personally I prefer to use
*PNG files (a 'non-lossy' compressed 24-bit color Bitmap) for initial texturing in Sketchup, and then convert to a FS format *.BMP or *.DDS for use when the model is finally processed via
ModelConverterX (aka "
MCX").
BTW: XnView does graphics file interconversions to / from *.PNG file format.
http://en.wikipedia.org/wiki/Portable_Network_Graphics
I'm not certain if Sketchup works with 'non-lossy' *.JPG file formats; I'm also not certain whether there may be any further 'loss' of image quality when MCX converts from a 'lossy' *JPG to a *BMP or *DDS file; possibly Arno could comment on that ?
PS: A few questions pertinent to this discussion... for Arno, Dick, or others:
Does the EULA allow interconversion of copyrighted FS texture files from FS to Sketchup, then back into FS format (
ex: via MCX) ?
Would one graphically alter the content of copyrighted FS texture files by using a photorealistic rendering utility (which operates
inside Sketchup to cast correct shadows in one's "geo-located" model), or can MDLs control
all lighting... leaving mapped FS original default textures intact ?
Additionally, if one sought to reduce "Draw Calls" from multiple texture-mapped polygons in a rendered model, one might also...
[
EDITED]
STEP-1: Set Windows Desktop Display properties to
at least 1600 x 1200; this allows Sketchup to Export a 2D Graphic at a 'Height' of 1024 pixels*
< *=See:
http://sketchup.google.com/support/bin/answer.py?hl=en&answer=114296 and http://www.google.com/support/forum/p/sketchup/thread?tid=0848d3da12921fa3&hl=en >
STEP-2: Set Sketchup scene properties for a view of the model inside an imaginary "square" central area that can later be used for a 1024x1024 texture image:
......a.)
Sketchup Menu > Camera: Parallel Projection and Orbit 'checked' (
"Orbit" mouse cursor mode activated)
.........(1.) Center view on 1 side of model so only that side or 'face' shows in the scene
.........(2.) Adjust Zoom so model fits inside an imaginary "square area"... with a width no larger than Sketchups 3-D workspace area height
......b.)
Sketchup Menu > Tools: click "Select" to set
all top-level menu items 'un-checked'
......c.)
Sketchup Menu > View:
all top-level menu items 'un-checked'
......d.)
Sketchup Menu > View > Edge Style:
all sub-menu items 'un-checked'
......e.)
Sketchup Menu > View > Face Style: Shaded With Textures 'checked'
STEP-3: Export a 'centered' view of each side of the Sketchup model to a raster image 2D graphic file
<
Ex: Output to a *.BMP
after finished texturing individual polygons with FS (or other) textures and/or photo-realistic rendering with custom lighting / shadowing >
......a.)
Sketchup Menu > File > Export 2D Graphic (
'Export 2D Graphic' dialog box opens)
......b.) In 'Export 2D Graphic' dialog box, set
"Export type" = Windows Bitmap (*.bmp)
......c.) In 'Export 2D Graphic' dialog box, in "File name" field type a name for the *.bmp output file
......d.) In 'Export 2D Graphic' dialog box, click
"Options" button (
'Export Image Options' dialog box opens)
.........(1.) In '
Export Image Options' dialog box, be sure
"Use view size" = 'checked' and Image Size - Height = 1024 pixels
.........(2.) In 'Export Image Options' dialog box, be sure
Rendering - Anti-alias = 'checked'; click OK
......e.) Back in 'Export 2D Graphic' dialog box, click OK
STEP-4: Repeat above Steps 1-3 for each side of the model
STEP-5: Save a copy of model, then delete 'non-essential' polygons / vertices (
ex: un-lit windows/doors/frames, cut-outs, extrusions etc.) from model
STEP-6: Re-texture each model side with 1 (or a minimal number of) "composite" texture(s) using a Sketchup-exported 2D graphic *.BMP file image.
[
END_EDIT]
Hope this helps !
GaryGB