Figured out what you said about the same time you said about going to all files instead of leaving it as ansi ASCII < text >. What you said here confirmed this.
The other problem (and everything is in the proper path) is that sometimes the bmp doesn't show. ... black screen, or rectangle.
Other times everything looks great. Ergo- perhaps something wrong with my bmp or with the original bmp I got mine from?
Another friend of mine had one of these effects going and looked fine, but then suddenly one day he saw a black rectangle. He can't figure out anything he might have done to make this go bad!
Anyway. food for thought.
Hope all is going well with you and Merry Christmas, Bob
Indeed, the Windows
NotePad, 'Save as type' of "
All Files (*.*)" is required in order for the
*.Fx file extension to be used
instead of the
*.txt file extension utilized by NotePad as a default, and results in a plain
ASCII text output; note that this is
not necessarily also true of Windows
WordPad.
CAVEAT: If a 3rd party non FS SDK graphics utility is used to create / edit BMP files for use in FS, there may be specific internal attributes missing which are required by- and unique to- the FS rendering engine which
must be present in the BMP texture file for it to be 'mapped' to a FS Effect (*.Fx) file.
http://www.fsdeveloper.com/wiki/index.php?title=Texture_formats_overview
http://www.fsdeveloper.com/forum/threads/effects-textures-using-gimp-how-to-make-them-work.429104/
Generally speaking, 'most' textures mapped to FS Effects are DXT1 32-bit BMPs without Alpha (although use of an Alpha channel is optional) ; some are 16-bit ('type 565').
All should be in "Powers-of-Two" pixel dimension format, and IMHO, should also contain between 7 to 9 levels of MIPMAPs.
I would be certain to utilize
FSX SDK ImageTool or the latest version of Martin Wright's
DXTBMP ...for output of BMPs to be used with FS Effect (*.Fx) files.
http://www.mwgfx.co.uk/programs/dxtbmp.htm
NOTE: BMP Textures mapped to Effects must be vertically "
flipped" after editing (due to the FSX DirectX pipeline to graphics card VRAM for rendering engine performance optimization).
FYI: FS Effect (*.Fx) mapped texture 'SW-to-NE' pixel coordinate numbering is a
vertically "flipped" version of the 'UVW' mapping scheme of 'NW-to-SE' corners of an image that has
not been vertically "flipped" ...otherwise typically used in the FS SDK methods for pixel coordinate numbering of imagery mapped to most other 'non-Fx' FS scenery objects.
https://msdn.microsoft.com/en-us/library/cc526969.aspx#MainDialog
http://www.fsdeveloper.com/forum/threads/when-do-mipmaps-switch.434014/#post-710388
BTW: Be aware that the BMP file format used with FS Effects does have the option for use of a Alpha channel.
However, depending on the image used in a texture mapped to an Effect, the default setting of "
No Alpha" in the tabular interface of the
FSX SDK Special Effects Tool (aka "
VisualFx.DLL") might best be used control the attributes for 'most' transparency needs, as it may be difficult to predict how the FSX rendering engine may otherwise treat parameter values in the Fx file (that might otherwise be regarded as displayable "Material" properties for a visible non-MDL 2D or 3D FS Effect 'object'), versus use of "Additive" color 'key' types of transparency / blending ...when an Alpha channel is
also included inside a BMP file.
http://www.fsdeveloper.com/forum/threads/difference-between-fsx-and-fx-editor.191701/
http://www.fsdeveloper.com/forum/threads/edit-fx-file-and-use-textures.201708/
http://www.fsdeveloper.com/forum/threads/dimmable-night-lighting.429475/
Hope this helps a bit more !
GaryGB