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| Simulationen Alles zum Thema Simulation |
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#26 |
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Inventar
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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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