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Alt 25.02.2002, 13:19   #26
MeatWater
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Registriert seit: 20.02.2002
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MeatWater eine Nachricht über ICQ schicken
Frage Ähem...is dat wat?

Hab' grad mal was gefunden und erinnerte mich an diesen Thread - ich hab' persönlich keine Ahnung von der Materie, also bitte ich schonmal um Verzeihung sollte dies hier nicht von Bedeutung sein:

Auf einer Schwedischen Seite fand ich ein Programm zum Umwandeln von *.bmp Dateien ins FS2002 Texturformat. Hier ein Auszug (!) aus der Readme, das Programm gibt es hier: http://www.flightsim.no/file/New/22-Feb-2002.htm

FS Texture Converter v1.02 by Elrond Elvish
===========================================

Thank you for using FS Texture Converter.


About FS Texture Converter
--------------------------

This utility allows conversion of BMP graphics to the various DXT (DirectX
Texture) formats as used by Microsoft Flight Simulator 2002. It has the ability
to merge a base BMP file with an 256 color Alpha BMP mask to create transparent
DXT textures for FS. This is useful for enabling ground textures to have the
transparent water features as built into Flight Simulator. It may also be used
to create transparency for models in FS as well (DXT1 and possibly other DXT
and/or Extended BMP formats).

FS Texture Converter supports conversion from Windows Bitmap (BMP) format to any
of these texture formats:

DXT1 with Alpha (2 Methods)
DXT1 Opaque
DXT3 with Alpha
DXT5 with Alpha
Extended 16-bit Opaque (0-565)
Extended 16-bit with Alpha (4-444)
Extended 16-bit with Alpha (1-555)
Extended 32-bit with Alpha (8-888)

Some of these formats may not be supported by Flight Simulator 2002 at this
time. For instance, the Extended 32-bit with Alpha (8-888) does seem to work in
FS, but does not seem to allow the 256 shades of transparency stored in its
Alpha channel. There are also two methods to creating the stock FS supported
DXT1 with Alpha textures: an FS2K2 method and a direct implementation of the
standard NVidia method. Overall, the FS2K2 method is much more reliable in most
cases, but there may be times you wish to use the NVidia method if a texture
doesn't turn out the way you wish. Both of these methods create exactly the
same DXT1 with Alpha format textures, they just use different methods to arrive
at that point. The NVidia method, for instance, has some problems creating some
types of textures, and thus may leave some textures unconverted (the utility
will warn you of this when it happens). Overall, the best method for converting
to DXT1 with Alpha will be the FS2K2 method.
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