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The Staff of SOH
FSX looks first for aircraft repaint textures contained in the specific folder referenced
in the aircraft.cfg file for each repaint.
The texture.cfg file tells FSX where to look for the textures it needs that are not
in that folder.
Many aircraft designers use a master texture folder that contains all the textures
common to all its repaints, usually the VC, wheels, glass etc.
To save adding all these to every repaint folder, the texture.cfg file refers back to
the master texture folder, allowing the repaint folder to contain only the textures
that are specific to that repaint, usually the exterior textures.
Regards,
Nick
Why there should be a need for pointing to "FSX\Scenery\Global\Texture" has always been a mystery to me.
There are some aircraft textures in that folder, Ghost Avengers for example.
My guess would be that the original developers of FSX used a standard catchall
texture.cfg and that since then, many developers and painters have simply used
it and amended it to suit their textures.
It doesn't matter if there are no textures at the address but it certainly does if
there is no address for the textures.
Aerosoft are particularly good at texture.cfg files, here is one that offers the choice of many interiors.
[fltsim]
fallback.1=..\..\Aerosoft Beaver Standard Wheels\interiors
//fallback.2=..\..\Aerosoft Beaver Standard Wheels\interiors\black
//fallback.2=..\..\Aerosoft Beaver Standard Wheels\interiors\cherry
//fallback.2=..\..\Aerosoft Beaver Standard Wheels\interiors\cobalt
//fallback.2=..\..\Aerosoft Beaver Standard Wheels\interiors\grey
//fallback.2=..\..\Aerosoft Beaver Standard Wheels\interiors\invader
//fallback.2=..\..\Aerosoft Beaver Standard Wheels\interiors\military
fallback.2=..\..\Aerosoft Beaver Standard Wheels\interiors\old
//fallback.2=..\..\Aerosoft Beaver Standard Wheels\interiors\tan
fallback.3=..\..\Aerosoft Beaver Standard Wheels\interiors\pilot_african-american
//fallback.3=..\..\Aerosoft Beaver Standard Wheels\interiors\pilot_american
//fallback.3=..\..\Aerosoft Beaver Standard Wheels\interiors\pilot_canadian
//fallback.3=..\..\Aerosoft Beaver Standard Wheels\interiors\pilot_dutch
//fallback.3=..\..\Aerosoft Beaver Standard Wheels\interiors\pilot_french
//fallback.3=..\..\Aerosoft Beaver Standard Wheels\interiors\pilot_german
//fallback.3=..\..\Aerosoft Beaver Standard Wheels\interiors\pilot_greek
//fallback.3=..\..\Aerosoft Beaver Standard Wheels\interiors\pilot_italian
//fallback.3=..\..\Aerosoft Beaver Standard Wheels\interiors\pilot_russian
fallback.4=..\..\..\..\Scenery\Global\texture
fallback.5=..\..\..\..\..\..\Scenery\Global\texture
Pointing to FSX\Texture is never necessary, FSX will look there whether that path is in the texture.cfg or not.The lines relating to "FSX\texture" and "FSX\Scenery\Global\Texture" are not entirely necessary if the model uses entirely cutom textures. Pointing to "FSX\texture" is only necessary when using the default fresnel ramps and reflection maps.
There are a lot of default vehicles like baggage carts that store textures there.Why there should be a need for pointing to "FSX\Scenery\Global\Texture" has always been a mystery to me.
Pointing to FSX\Texture is never necessary, FSX will look there whether that path is in the texture.cfg or not.
So when I download a repaint that only has maybe two dds or bmp files, is it because it's also relying on textures I may (or should) already have? If so, then I guess I should stop moving the default FSX aircraft to other places;-)
It is unusual for any textures to be used from default aircraft,
textures are designed to fit the aircraft model and unless the author
has used an existing FSX model, they won't fit.