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Alt 11.04.2004, 00:52   #12
derBruchpilot
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Registriert seit: 16.10.2003
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Standard

Es gibt bei M$ die neue 204-gmax-SDK. Da ist eine Dok drin, "gmaxAircraftCreation.doc" und eine "gmaxSceneryTutorial.doc". Ist vielleicht für die FSDS-Szene nicht so interessant, aber das sind neben den Bezeichnungen für die Materialien und die Animationen auch die Konventionen für die Texturen erklärt, so wie M$ sie in den Default-fliegern verwendet. Ich zitiere mal

Convert to specific formats (Image>Format).
6. _T textures are DXT3.
7. _D, _C, and decal textures are DXT1.
8. Prop textures are 32 bit.

We still use the same system for differentiating between non-damaged and damaged textures. Any texture with an _T suffix is used as the undamaged exterior texture sheet. Any texture with an _D suffix is used as the damaged exterior texture sheet. The reflection map texture is the alpha channel in the _T texture sheet. Load the _T in the specular color channel of the material to get reflection information. The strength of the reflection map is determined through the colors of the map in the alpha channel. Black represents full reflection and white represents no reflection.Lightmaps are placed in the self-illumination channel and are used for night lighting on aircraft such as the airliners.
All decals used on an aircraft model should Decal_ at the prefix of its name. If the texture name starts with “DECAL_” a z-bias is added automatically to all polygons drawn with this texture. DECAL_NNUMBER is a generated texture used for generating the NNumber of the aircraft. The actual texture does not appear on the mapped geometry. In its place is dev text of the number generated through the dialog box. The target amount of texture space that we use on an exterior model still remains at 1 1024x1024 which includes an 4 bit alpha channel for the reflection map. In some cases, we gave additional texture space to larger aircraft or if decals were used as in this case.
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