Seasonal texyures for an mdl
Posted: 26 Oct 2020, 16:39
Gents, I wonder if somebody could supply me with some info here to help finish something I have been mincing around with for myself.
The story is that somebody made available a scenery for EGYP, for FSX, and I wanted to see if it was possible to convert at least the objects and the base afcad for use in FS9.
The AFCAD was easy. Load into ADE in FSX mode and then save the splits, along with the xml.
I simply converted the afcad from FSX to FS9 in AFX. The objects were trickier but the creator did supply information about the libs he used and supplied one he created for this scenery.
So managed to convert the libs to Fs9 format via MCX and converted the textures where necessary using DXTBmp. Apart from one piece of personal stupidity which prevented me seeing any objects for over 2 days everything worked well.
I then was immediately struck by the so-so grass texture, so this was replaced. Then I started to think of how much better it would be if the grass covered objects could be converted to be seasonal textures rather than your basic summer texture - which stands out a bit down south.
This is where I have got to. I tried to activate the option in mcx to enable HasSeasonalTextures but it does not work. Even trying to export after amending the parm for the textures in the Material Editor does not alter it. When reloading it stills says false.
I have tried exporting the individual mdl but no good. I even tried using Mdl Tweaker II and adding the viable suffix textures and saving the mdl. This seemingly created the that the various suffixes could be used.
I then loaded the modified mdl into mcx and it does indeed load the _wi texture.
I replaced the original mdl with the modified one, and re-checked to ensure that all was well. When the amended bgl was loaded in game the same summer textures were still showing.
So can anybody tell me a way of adding the seasonal textures using a method that they know, or tell me what i am doing wrong please.
The story is that somebody made available a scenery for EGYP, for FSX, and I wanted to see if it was possible to convert at least the objects and the base afcad for use in FS9.
The AFCAD was easy. Load into ADE in FSX mode and then save the splits, along with the xml.
I simply converted the afcad from FSX to FS9 in AFX. The objects were trickier but the creator did supply information about the libs he used and supplied one he created for this scenery.
So managed to convert the libs to Fs9 format via MCX and converted the textures where necessary using DXTBmp. Apart from one piece of personal stupidity which prevented me seeing any objects for over 2 days everything worked well.
I then was immediately struck by the so-so grass texture, so this was replaced. Then I started to think of how much better it would be if the grass covered objects could be converted to be seasonal textures rather than your basic summer texture - which stands out a bit down south.
This is where I have got to. I tried to activate the option in mcx to enable HasSeasonalTextures but it does not work. Even trying to export after amending the parm for the textures in the Material Editor does not alter it. When reloading it stills says false.
I have tried exporting the individual mdl but no good. I even tried using Mdl Tweaker II and adding the viable suffix textures and saving the mdl. This seemingly created the that the various suffixes could be used.
I then loaded the modified mdl into mcx and it does indeed load the _wi texture.
I replaced the original mdl with the modified one, and re-checked to ensure that all was well. When the amended bgl was loaded in game the same summer textures were still showing.
So can anybody tell me a way of adding the seasonal textures using a method that they know, or tell me what i am doing wrong please.