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GlobalEnvTest

I didn't even think about, so that would be possible with these textures then?, I know some aircraft use a default prop texture that is sometimes in the FSX main Texture folder.

There is a definite search order in FSX by default:

1. FSX will first look in the specific a/c's ..\texture.X folder for all files.

2. Next, FSX will check to see if there's a texture.cfg file in the ..\texture.X folder. If there is, then it will search in each of the paths listed in the texture.cfg file.

3. If no texture.cfg file is present, then FSX will default to its own \Texture folder.

Please note that the default texture.cfg file found in all the default a/c ..\texture folders include a path that simply doesn't exist on anyone's system. It is a path to the main server in ACES's own studio! :redf:

This is a corrected version. Note that some default bitmaps are actually in the sim's ..\Scenery\Global\texture folder, but this path is NOT in the default texture.cfg file!

Code:
[SIZE=2][fltsim]
fallback.1=..\texture
fallback.2=..\..\..\..\Texture
fallback.3=..\..\..\..\Scenery\Global\texture
[/SIZE]

The texture.cfg file is where you have a method to define the alternate search paths and their order... :ernae:
 
There is a definite search order in FSX by default:

1. FSX will first look in the specific a/c's ..\texture.X folder for all files.

2. Next, FSX will check to see if there's a texture.cfg file in the ..\texture.X folder. If there is, then it will search in each of the paths listed in the texture.cfg file.

3. If no texture.cfg file is present, then FSX will default to its own \Texture folder.

Please note that the default texture.cfg file found in all the default a/c ..\texture folders include a path that simply doesn't exist on anyone's system. It is a path to the main server in ACES's own studio! :redf:

This is a corrected version. Note that some default bitmaps are actually in the sim's ..\Scenery\Global\texture folder, but this path is NOT in the default texture.cfg file!

Code:
[SIZE=2][fltsim]
fallback.1=..\texture
fallback.2=..\..\..\..\Texture
fallback.3=..\..\..\..\Scenery\Global\texture
[/SIZE]
The texture.cfg file is where you have a method to define the alternate search paths and their order... :ernae:

Thanks for that info, learning something new everyday! :ernae:
 
Bob,

Awesome work you have done here! Cant believe I have missed this thread.

I didnt think the Sunrise/Sunset texture would be that powerful of a difference.

Concerning your 'time of day' cube-Global textures sets.... I learned that when you go to a programmer, you have to have tons of the various routes that your 'system' or work flow will utilize.

Now, what would be 'way cool' is this. Have a 'program' or config file entry, module, etc, that changes the Global texture upon factors based on;
* Time of day (Sunrise, Noon, Evening/Sunset, night).
* Weather (clear, partially cloudy, overcast, snowy, whiteout or dense fog/snow).

Then perhaps a holding spot for the textures where they would be shuffled out of from individual Cache style holding folders. (The textures would require to each have the same name, so you would need to keep them seperated by folders, so you would have a Cache distribution center of sorts).

Now, you can tell a programmer what you want, (if that is what you want).

For a new texture to load, as you already know, you have to reload your plane, (in FSX) so your 'program' or module would probably need to automatically engage the 'reload aircraft' command. That would ensure a smooth, automated process that would engage the Global maps.

The more I look at the screenshots, the more I think that Aces should be considering looking into this. Its very impressive. If they are going to the extreme measures of high realism graphics, why not have rotary Global textures that would engage. (Might be good for FS11).


Bill
 
Thanks Bill, maybe you could write the program? LOL :d Here's one I'm working on for island flying, still a WIP though.

islandsenv1ry3.jpg
 
Cool work! I was looking at the files ... Do you know when the sim uses GlobalEnvTest, and when it uses Chrome? I also found envmap.bmp in the texture folder, IIRC that was the name of the reflective texture in FS2002. Do you know if FSX uses that? Could be another file to play with.
 
Cool work! I was looking at the files ... Do you know when the sim uses GlobalEnvTest, and when it uses Chrome? I also found envmap.bmp in the texture folder, IIRC that was the name of the reflective texture in FS2002. Do you know if FSX uses that? Could be another file to play with.

All maps are defined by the modeler who built the model! FSX makes no assumptions here, if it isn't explicitly used in the model, it "ain't gonna happen!" :icon_lol:

A large part of the problem with the entire environmental map scheme is that it cannot be too specific. The default env map just looks rediculous when applied to an a/c that spends most of its time over water, for example... :isadizzy:
 
That's why I'd like to have a program that has for example, 3 textures that are triggered by the time of day, morning, noon, and evening, then this can be broken down into possibly seasons and weather themes then, anything is better than the one or two textures that are used now for all conditions, I know it would be possible to have real time reflections all the time but the processing power to have this would probably be pretty high. I can do all the textures, I just need someone to write the programs which I know nothing about. :kilroy:
 
Oh Bob, look what you`ve done ....... that is so beautyfull looking !:jump: Thank you so much for thatBananaBob, :applause:
 
All maps are defined by the modeler who built the model! FSX makes no assumptions here, if it isn't explicitly used in the model, it "ain't gonna happen!" :icon_lol:

A large part of the problem with the entire environmental map scheme is that it cannot be too specific. The default env map just looks rediculous when applied to an a/c that spends most of its time over water, for example... :isadizzy:

This is the problem with the env files in FSX. It is not an easy task to create a cube map that looks ok over all terrain. In the end you need to make a generic GLobalEnv file that doen's look "that" out of place over water or land and that you can't see to much detail in. Even the fact that clouds are included in a cube map can be problematic but unavoidable.
 
I think BB's map is pretty good all around. Unless I'm zoomed in really close looking for smudges and fingerprints on the chrome, I don't even really notice the mountains and clouds. It just looks sharper and shinier.

I think the water in the Liberator pic would be more noticeable, but it looks way cool.

For fun, could you do a city one, too? You know, for all those traffic and news copters buzzing around Gotham City and Metropolis.
 
I have one question BananaBob - your textures are just simple dds-bitmaps, or dds-cubemaps?

They are cube maps, I found out the hard way when I opened it with another program and starting messing with it, I then installed the SDK and used it's editor.

I will be doing a city one, already have one planned. :ernae: Nice shot too Fireball! :ernae:
 
The Reflections on the glass are awesome - after i`ve installed your GlobalEnvTest-files. It makes this very nice chopper just look a little better (my opinion) :wavey:
 
The Reflections on the glass are awesome - after i`ve installed your GlobalEnvTest-files. It makes this very nice chopper just look a little better (my opinion) :wavey:

Yeah, this chopper is what really got me going on these textures, the default MS textures, on the windshield, had this ugly fake grass all over it and I thought, "Man, I got to change this crap", but I wasn't thinking the word crap, LOL!
 
good topic...after 2 days i make also my personal version, it was hard find the program working well but seems now i have maked a personal version. I think mine works better with metal and glass.

ICARUSREFLEX.jpg


ICARUSREFLEX2.jpg


i will experiment more i just started ....seems i have to prepare another patch for the Gamma...:running::costumes:
 
emprovement:making a dds cubemaps with desert terrain the light on chrome surface change as should be, with the same texture daylight result good too.

desert terrain dds cube map day

ICARUSREFLEX3.jpg



desert terrain dds cube map SUNSET

ICARUSREFLEX4.jpg
 
That's just too cool! I've got an idea that I want to try, but I just got off a 16 hour work day. If I go to bed right now, I can get 6 hours of sleep before I do it again. Maybe tomorrow.
 
This is my final for the default Globalenv and Chrome textures, I can always do specific ones that I'll put up for various aircraft, but I'll upload these for default ones, just clouds and a mountain range made from a real panorama photograph.

finalenv1og1.jpg


finalenv3tl6.jpg


finalenv4vd1.jpg
 
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