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GlobalEnvTest dds and GlobalEnv AC Chrome dds

gray eagle

SOH-CM-2025
Apparently, Banana Bob made two versions of his chrome dds files. [FONT=verdana, sans-serif][FONT=verdana, sans-serif]globalenv_texturesv1.zip & [/FONT][/FONT][FONT=verdana, sans-serif][FONT=verdana, sans-serif]alternate_globalenvtest.zip[/FONT][/FONT]
Of the two Bob states: [FONT=verdana, sans-serif]I've tried many different versions and this ([/FONT][FONT=verdana, sans-serif][FONT=verdana, sans-serif][FONT=verdana, sans-serif]globalenv_texturesv1.zip)[/FONT][/FONT] is my all around favorite, really shows in bare metal skins and glass reflections[/FONT]

Link:

https://library.avsim.net/search.php?SearchTerm=GlobalEnvTest.dds&CatID=root&Go=Search


There are two files in there GlobalEnv_AC_Chrome.dds and GlobalEnvTest.dds, I'm trying to figure out what the GlobalEnvTest.dds file is for, textures or what?

Looking at the two zip files offered, I wonder if I got the better of the two?

I've sent Bob an Email that he provided a couple days ago (no response) and doubt that I will hear from him.
 
Those textures are here in the library too Butch. Where've you been?!!:biggrin-new:

ATB
DaveB:)

Yeah, but I have not seen nor come across the globalenv_texturesv1.zip


Still looking for answers on the GlobalEnvTest.dds and what it is for. IOW, where does it go and what does it do?
 
No.. I admit I didn't know there were 2 versions. Odd that the original is the original and the later set are v1 not v2. I use the set from here and they're dated the same as his originals.

ATB
DaveB:)
 
From the Microsoft SDK: "A cubic environment map is used to generate reflective surface qualities on objects. The cube map itself is a virtual cube, comprised of six individual textures which are all arranged to form the six faces of a cube. This cube is not visible as a separate object in a scene since it exists solely in the texture buffer, but represents a cube with the object at its center and its faces directed inwards. As such it acts as a stand-in for the real environment surrounding the object."

GlobalEnvTest is the global cube map most often used. For some very reflective materials (on aircraft), the GlobalEnv_AC_Chrome cube map is used. Key is to make sure you have both installed.
 
Thanks for the technical explanation Henk. I didn't realise it was a virtual cube. You learn something new every day:encouragement:

ATB
DaveB:)
 
From the Microsoft SDK: "A cubic environment map is used to generate reflective surface qualities on objects. The cube map itself is a virtual cube, comprised of six individual textures which are all arranged to form the six faces of a cube. This cube is not visible as a separate object in a scene since it exists solely in the texture buffer, but represents a cube with the object at its center and its faces directed inwards. As such it acts as a stand-in for the real environment surrounding the object."

GlobalEnvTest is the global cube map most often used. For some very reflective materials (on aircraft), the GlobalEnv_AC_Chrome cube map is used. Key is to make sure you have both installed.

So, If I have a bare metal texture that I want to enhance with more reflection then, I should use Both files in the texture correct?

All the while I was under the impression that only the one GlobalEnvTest.dds would suffice.




EDIT: I see that GlobalEnvTest.dds resides in the FSX Main Texture folder. So it would not be added to an aircraft texture folder, just use GlobalEnv_AC_Chrome in the aircraft texture only.
 
The best way to use these is with individual paints in my opinion (and for what it's worth). If you put them in the main texture folder, they'll have an effect on ALL your metal skins (those that don't have their own envmaps) and I've found that 'more' often has an adverse effect. You can try doing it that way though. Just change the extensions on your original files to .bak and see what you think. If you're not happy with one or all.. you can always change them back;)

ATB
DaveB:)
 
The best way to use these is with individual paints in my opinion (and for what it's worth). If you put them in the main texture folder, they'll have an effect on ALL your metal skins (those that don't have their own envmaps) and I've found that 'more' often has an adverse effect. You can try doing it that way though. Just change the extensions on your original files to .bak and see what you think. If you're not happy with one or all.. you can always change them back;)

ATB
DaveB:)

Well, I appreciate the advise however, I prefer to install the Chrome enhancement to those textures that have mostly bare aluminum or metal exposed albeit some paint is mixed with the texture.
Just what floats me boat mate.
 
Yup.. that's it mate:encouragement: I use the Chrome but not the GlobalEnvTest. I found it was ok an models without their own Env maps but spoiled those that did.

ATB
DaveB:)
 
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