Pitch/Roll CWS with a CMD Engage Switch SelectedĪctivation of mouse wheel for easier MCP windows settings.ħ37-600/700/700ER/800/900/900ER/BBJ/BBJ2/BBJ3įSX-specific materials (bump and specular) Two individual flight control computers (FCCs) Realistic Autopilot Flight Director System with Autothrottle System Dds dxt5 also has a 32-888 option.Conditional waypoints for SIDS/STARS/Approachesįly-by and Fly-over waypoints for SIDS/STARS/ApproachesĪccurate Cost Index calculations for LRC/ECON speeds The recommended format for FSX is dds dxt5. Make sure your vertical orientation (flip) ís the same as in the original. In DxtBmp, never forget to "reload image after editing" (a toolbar option). If it does work then adapt your alpha as needed and you are good. If that doesn't work then something is seriously wrong indeed. Next, try to get your new paint exported with the original alpha, in the same format as used by the original model. The FSX SDK can tell you more about it if you really must know. Although there are standard recommendations for a plane's textures, a modeler can use a variety of material settings including ones that work with "inverses of alpha". What does DxtBmp tell you about the format used (see status line)? Next, try to assess what the alpha does - the whites the greys, and the blacks. The thing is, analyze the texture of the original model first, using DxtBmp. Dxt1 I do not know, if it exists it's not an auspicious monicker, dxt1 being a compression format. OK, are you using Martin Wright's Dxtbmp? It would be a good choice.
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