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Texture files

Messages
38
Can anyone tell me what it is done to VC panel files, whether they be real or virtual (the $xxxxxx texture files that are mentioned in the VC section of the panel.cfg), to allow gauges to be attatched to them? Can I take a regular texture file and do something to it to allow gauges to be attatched to it?
 
Can anyone tell me what it is done to VC panel files, whether they be real or virtual (the $xxxxxx texture files that are mentioned in the VC section of the panel.cfg), to allow gauges to be attatched to them? Can I take a regular texture file and do something to it to allow gauges to be attatched to it?

The $xxx textures do not physically exist; they are generated automatically in memory by the sim when the panel is loaded.

You can create a "real bitmap" in 24bit format (regular .bmp), place it in the panel folder, and then have it display as a background for the $xxx gauge bitmap.

Code:
//--------------------------------------------------------
[Vcockpit01]
file=vc_main.bmp         //24 bit texture file
size_mm=1024,1024
visible=0
pixel_size=1024,1024
texture=$vc_main         // auto-generated gauge texture

However the gauges are "attached" to the $xxx auto-generated texture, not to the "real" texture... :teacher:
 
So, if I read this right, without a "real" texture, the gauges would be mapped to an otherwise invisible texture, and therefore would appear floating in air?
 
Yes Professor...

They need to have a 'non-real' platform to be real, thus proving the existence of reality based on invisible principles of non-existence, making virutal life impossibly possible.

:eek: :D
 
So, if I read this right, without a "real" texture, the gauges would be mapped to an otherwise invisible texture, and therefore would appear floating in air?

Roger that, except at night the normally "transparent" auto-generated memory bitmap will be B L A C K...

...unless there is a "real" texture (24bit) in the panel folder to "cover up" the B L A C K... :eek:

This is all covered of course in my paper published at the FS Insider website (and FFDS of course). :wave:
 
So where does this auto-generated virtual texture come from? What tells it to exist and where to be?

The gauge polygons in the model are "textured" with a Material that specifies the name "$xxxx" in the Diffuse Color slot.

When loaded in the sim, FS "sees" the special texture name "$xxx" and knows that it needs to auto-generate a memory bitmap.
 
The gauge polygons in the model are "textured" with a Material that specifies the name "$xxxx" in the Diffuse Color slot.

When loaded in the sim, FS "sees" the special texture name "$xxx" and knows that it needs to auto-generate a memory bitmap.

Does this work the same way in FS9 and FSX so that a VC panel that supposedly works in FS9 should work in FSX also (maybe not the gauges, but at least the panel and textures).
Is there any way to see what/where this $xxxxxxx texture is suppose to be without an .mdl viewer/editor? If not, is there a viewer that will work for FS9 panels/planes? I have Decapods FSX viewer and it works great but only on mdls that are original FSX files. Even later FS9 stuff that works well in FSX won't work with this viewer. Is there such an animal for FS9? The deal is, I have a couple planes that are originaly FS9 but are suppose to work in FSX. They do, all except for the VC; the panel and textures, not the gauges. I can put gaiges in them that would work; I just can't get the panel to work, particularly the $xxxxx texture file that the gauges attach to.
 
Thats a LOT of questions in one small paragraph...

Last question; Make sure all your names for the files are correct in your panel.cfg file in the VC section(s).

Make sure you have a bitmap of the $pan texture in your main texture folder (in FS9) that has the 'BMP' deleted from the file name, making the file (texture) something like '$pan1' instead of '$pan1.BMP'.

In FSX, they now treat it as a Material. You tick the 'Is a Gauge Texture' (something like that) and make sure its on so that FSX treats it appropriately.


Now, for your 'curiosity questions' such as checking them out how they work. Experiment on a stock FS plane. Try turning off gauge strings by putting in // symbols in front of gauges in a VC section. Blocking a gauge out so its not going to function, then opening up FS should reveal either a see through area or a gray area.

In FSX, the zone will go invisible where no gauges are at (at least on my rig). I put in flat black view blockers behind gauge area's to keep people from seeing things under the panel. (Looks goofy to me otherwise... ). The odd effect is a blinking when gauges 'boot up' and for a moment arent there, then they appear and the parts they are mapped on are now visible. (I map 3D objects with gauge textures which is more realistic then just a floating sheet of $pan polygon hovering over the panel).



I hope that helps a bit.


Bill
 
The "viewer" you need if you wish to simply edit existing aircraft VC panels is called "FS Panel Studio." It's the best $ you could possibly spend.

FSPS is a WYSIWYG editor that allows you to visually place and adjust gauges, and will write the updated panel.cfg for you.
 
The "viewer" you need if you wish to simply edit existing aircraft VC panels is called "FS Panel Studio." It's the best $ you could possibly spend.

FSPS is a WYSIWYG editor that allows you to visually place and adjust gauges, and will write the updated panel.cfg for you.

Okay I downloaded the FSPS demo the other day and tried it and the only editing I saw that could be done was on 2D panels. Is there a way to do a VC?

And yes Bill, you were more than helpful. Thanks a million.
 
Make sure you have a bitmap of the $pan texture in your main texture folder (in FS9) that has the 'BMP' deleted from the file name, making the file (texture) something like '$pan1' instead of '$pan1.BMP'.

In FSX, they now treat it as a Material. You tick the 'Is a Gauge Texture' (something like that) and make sure its on so that FSX treats it appropriately.


Bill

You say in FSX "they" now treat it as a material. Who is "they"? And where do you tick the "is a gauge texture" at? In some kind of editor?
 
You say in FSX "they" now treat it as a material. Who is "they"? And where do you tick the "is a gauge texture" at? In some kind of editor?

Hey Brett,


When you create a FSX Material for your gauges texture, just scroll down to the end/bottom and you will see two very un-noticed, small tic boxes with lines by them... One says 'is a gauge texture' (to that meaning, but not exact verbage, I cannot remember at the moment).

This is in Gmax, by the way, when you are creating in the model.


Just on a side note... I now, as I said above, mostly paste gauges materials onto 3D objects. Well, on the 'gauge material' platform bitmap (or PSD, or JPG or what ever you are using for Gmax purposes), I will paste on some gauges, then its much easier to map those onto the said objects in the VC construction.

Then, I use that same bitmap art to mate the gauges too in FSPS, using the graphics as alignments for the gauges themselves to be stretched upon.


Then, fire up FS and check your work....


Small side note number 2... FSPS will not create a VC texture section in the panel config.. It must be manually pasted in, then tuned to spec in FSPS with its amazing copy/paste abilities.....







Bill
 
Okay I downloaded the FSPS demo the other day and tried it and the only editing I saw that could be done was on 2D panels. Is there a way to do a VC?.

If you open an existing panel.cfg for the C172 in FSPS, then use the dropdown menu to choose a subwindow to edit, you will see a listing of the virtual cockpit sections. Choose one and allow it to load...

If you are wanting to add virtual cockpit definitions to a new panel.cfg project, then as Bill (Lionheart) said, you will need to copy/paste the headers manually using notepad.exe, then save and open in FSPS.

Code:
//--------------------------------------------------------
[Vcockpit01]
file=esSR20_VC1.bmp 
Background_color=0,0,0 
size_mm=1024,1024
visible=0
pixel_size=1024,1024
texture=$esSR20_VC1

To be perfectly honest though, your questions are a bit confusing. I'm not certain just what you are wanting to accomplish. Are you building something yourself, or simply wanting to change something that already exists, and to which you don't have the model's source files?
 
I'm not trying to create anything new. My knowledge of modeling is very limited as I have very little time to spend trying to figure this stuff out. Ironicaly most of my time is consumed with working on real cockpit panels in real jets (L-39s). But, I love my job and that's a good thing. Anyway, what I am trying to do is make a VC work in a plane that is an FS9 machine but is also suppose to work in FSX, which it does except for the VC. Actualy the VC didn't work in FS9 either, till I tried Lionhearts suggestion of removing the .bmp part of the $xxxxx file name. In FSX, I use gauges that I know work but it still doesn't put them up and I believe it has to do with this mysterious $xxxxxx texture. So, if I'm becoming a pain, please forgive me. But I do have another question or two if I may. Since I do actualy have Gmax, can I take this $xxxxxx file and edit it in Gmax and then use it in FSX, or will it only work when you create something from scratch? I have done a bit of modeling with Gmax using the tutorial. But haven't got anything far enough to put in a sim. Once a model is created in Gmax, how is it converted to an mdl to use in FS?
 
If you open an existing panel.cfg for the C172 in FSPS, then use the dropdown menu to choose a subwindow to edit, you will see a listing of the virtual cockpit sections. Choose one and allow it to load...


Hmmmm...I am not finding such a drop down menu. Is this a certain version of FSPS that will do rhis? Or maybe the demo version won't do this function...?
 
Hmmmm...I am not finding such a drop down menu. Is this a certain version of FSPS that will do rhis? Or maybe the demo version won't do this function...?

I don't know about the demo version; I've never tried it. I popped the $'s years ago and have had free upgrades ever since...

...it was the best $25 I've ever spent! :D
 
Since I do actualy have Gmax, can I take this $xxxxxx file and edit it in Gmax and then use it in FSX, or will it only work when you create something from scratch? I have done a bit of modeling with Gmax using the tutorial. But haven't got anything far enough to put in a sim. Once a model is created in Gmax, how is it converted to an mdl to use in FS?

You can NOT edit an existing .mdl file. Period.

Unless you have the .gmax source file, you're not able to do anything...

As Arno advised in your other thread, you must install the FSX_Gamepack to GMax. It is available as part of the SDK included with the Deluxe Edition.

However, to repeat Arno's statements, you must "update" the basic SDK installation with SP1a and SP2 versions of the SDK.
 
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