View Full Version : Re: Texture Problems
barney
09-12-2001, 09:39 AM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
MALCOLM,
When you speak of switching between Windows and Full Screen, are you referring
to the ALT/ENTER key combination or are you referring to changing views between
Panel and Spot Plane?
If the former, it could be your video card with respect to the 3D acceleration
since the Display Setting under "Options" allows for this.
If the latter, it would appear to be the visibility setting you have applied to
that particular object within Apt2.6.
If neither of these answers applies, then I'm stuck!!
Good luck.
Barney
malkyson
09-12-2001, 03:38 PM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
MALCOLM,
When you speak of switching between Windows and Full Screen, are you referring
to the ALT/ENTER key combination or are you referring to changing views between
Panel and Spot Plane?
If the former, it could be your video card with respect to the 3D acceleration
since the Display Setting under "Options" allows for this.
If the latter, it would appear to be the visibility setting you have applied to
that particular object within Apt2.6.
If neither of these answers applies, then I'm stuck!!
Good luck.
Barney
Thanks, Barney,
It's actually when switching using the ALT/Enter key.
The video card is presently set on "Primary Display Driver (Direct 3D)" and
I've tried various combinations with Filter Texturemaps/MIP mapping/8 bit
Testures choices as well to no avail.
However, when I drop the 3D option, the crates turn up in Full Screen but
unfortunately, for some reason, the frame rate also drops through the floor
which I thought a tad unusual because I would have thought that essentially
increasing the complexity of the image, by invoking 3D, would have slowed it
down.
So, unless, there is a way around this, I have the choice between some textured
objects turning up in glorious technicolor at 5 frames a second or no crates at
60 frames a second - now let me think!!
I'd also wondered about the visibility setting but it's currently set at
something like 3000 yards and it's not like roads, for instance, where I can
adjust its level - -which I thought might have been the problem also.
I'd also wondered whether it might have something to do with the DirectX I'm
using. I can't remember properly now but I have a feeling this problem emerged
at roughly the same time as I installed DirectX 8 to replace 7. And the
frustration there is that, so far as I know, DirectX 8 doesn't allow you to
uninstall it and re--install 7.
Still, thanks for the advice and the help. I'll mess around with it and see if
there is a combination that will assist.
All the best,
Malcolm
paultech
09-12-2001, 06:42 PM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
Malcolm,
Let me apologize for an oversite.......These macros weren't tested in FS98,
plus since most of them use the extended bmp textures, I believe FS98 doesn't
support them or properly view them.
Regards,
Paul
barney
09-13-2001, 08:58 AM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
MALCOLM,
When you speak of switching between Windows and Full Screen, are you referring
to the ALT/ENTER key combination or are you referring to changing views between
Panel and Spot Plane?
If the former, it could be your video card with respect to the 3D acceleration
since the Display Setting under "Options" allows for this.
If the latter, it would appear to be the visibility setting you have applied to
that particular object within Apt2.6.
If neither of these answers applies, then I'm stuck!!
Good luck.
Barney
Thanks, Barney,
It's actually when switching using the ALT/Enter key.
The video card is presently set on "Primary Display Driver (Direct 3D)" and
I've tried various combinations with Filter Texturemaps/MIP mapping/8 bit
Testures choices as well to no avail.
However, when I drop the 3D option, the crates turn up in Full Screen but
unfortunately, for some reason, the frame rate also drops through the floor
which I thought a tad unusual because I would have thought that essentially
increasing the complexity of the image, by invoking 3D, would have slowed it
down.
So, unless, there is a way around this, I have the choice between some textured
objects turning up in glorious technicolor at 5 frames a second or no crates at
60 frames a second - now let me think!!
I'd also wondered about the visibility setting but it's currently set at
something like 3000 yards and it's not like roads, for instance, where I can
adjust its level - -which I thought might have been the problem also.
I'd also wondered whether it might have something to do with the DirectX I'm
using. I can't remember properly now but I have a feeling this problem emerged
at roughly the same time as I installed DirectX 8 to replace 7. And the
frustration there is that, so far as I know, DirectX 8 doesn't allow you to
uninstall it and re--install 7.
Still, thanks for the advice and the help. I'll mess around with it and see if
there is a combination that will assist.
All the best,
Malcolm
MALCOLM,
When you select ALT/ENTER, that usually invokes the acceleration/3d effect. By
taking the program out of the "Windows" influence, this "speeds" things up.
There is an adage to the effect about not fixing things when they're not broke.
FS2000 was designed, and even includes a copy, to operate with DirectX7.
Therefore, there's no reason to change/upgrade to DirectX8 unless, of course,
you have software specifically calling for that version. To my knowledge, there
is none!
On top of this, I have heard that X8 has been blamed for other misfortunes, for
whatever reason. There may well be nothing wrong with X8 per se, but it may not
be suitable for the current software/environment.
I appreciate the fact that it can not be uninstalled, but if you do a "search"
of some of the better gaming websites, you should be able to find a program
that will remove it for you. I haven't used such program, and have no knowledge
of its effectiveness or risk, but I'm sure you can get info on that as well.
The bottom line is, once it is "gone", you can then begin afresh and install
version 7.
Good luck.
Barney
malkyson
09-13-2001, 02:17 PM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
Malcolm,
Let me apologize for an oversite.......These macros weren't tested in FS98,
plus since most of them use the extended bmp textures, I believe FS98 doesn't
support them or properly view them.
Regards,
Paul
Thanks, Paul,
and I hope you understand that I wasn't mad or holding you responsible for some
foul--up that couldn't be undone. There have been other macros that have had
the same result and it is self-evidently something that is happening once
they're up on my machine rather than anything inherently wrong with your work.
I going to dig around and see if there is a way of removing DirectX 8 and
putting X7 back up and that might solve it.
Thanks again for your concern,
Malcolm
malkyson
09-13-2001, 02:23 PM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
MALCOLM,
When you speak of switching between Windows and Full Screen, are you referring
to the ALT/ENTER key combination or are you referring to changing views between
Panel and Spot Plane?
If the former, it could be your video card with respect to the 3D acceleration
since the Display Setting under "Options" allows for this.
If the latter, it would appear to be the visibility setting you have applied to
that particular object within Apt2.6.
If neither of these answers applies, then I'm stuck!!
Good luck.
Barney
Thanks, Barney,
It's actually when switching using the ALT/Enter key.
The video card is presently set on "Primary Display Driver (Direct 3D)" and
I've tried various combinations with Filter Texturemaps/MIP mapping/8 bit
Testures choices as well to no avail.
However, when I drop the 3D option, the crates turn up in Full Screen but
unfortunately, for some reason, the frame rate also drops through the floor
which I thought a tad unusual because I would have thought that essentially
increasing the complexity of the image, by invoking 3D, would have slowed it
down.
So, unless, there is a way around this, I have the choice between some textured
objects turning up in glorious technicolor at 5 frames a second or no crates at
60 frames a second - now let me think!!
I'd also wondered about the visibility setting but it's currently set at
something like 3000 yards and it's not like roads, for instance, where I can
adjust its level - -which I thought might have been the problem also.
I'd also wondered whether it might have something to do with the DirectX I'm
using. I can't remember properly now but I have a feeling this problem emerged
at roughly the same time as I installed DirectX 8 to replace 7. And the
frustration there is that, so far as I know, DirectX 8 doesn't allow you to
uninstall it and re--install 7.
Still, thanks for the advice and the help. I'll mess around with it and see if
there is a combination that will assist.
All the best,
Malcolm
MALCOLM,
When you select ALT/ENTER, that usually invokes the acceleration/3d effect. By
taking the program out of the "Windows" influence, this "speeds" things up.
There is an adage to the effect about not fixing things when they're not broke.
FS2000 was designed, and even includes a copy, to operate with DirectX7.
Therefore, there's no reason to change/upgrade to DirectX8 unless, of course,
you have software specifically calling for that version. To my knowledge, there
is none!
On top of this, I have heard that X8 has been blamed for other misfortunes, for
whatever reason. There may well be nothing wrong with X8 per se, but it may not
be suitable for the current software/environment.
I appreciate the fact that it can not be uninstalled, but if you do a "search"
of some of the better gaming websites, you should be able to find a program
that will remove it for you. I haven't used such program, and have no knowledge
of its effectiveness or risk, but I'm sure you can get info on that as well.
The bottom line is, once it is "gone", you can then begin afresh and install
version 7.
Good luck.
Barney
Barney,
thanks again. I'd heard mutterings about X8 but, as usual, heard about it AFTER
installing X8. And I'm also pretty sure that I have other games that are "old"
enough to have X7 on them, so the files at least are lying around somewhere.
I hate being a pain that way, but do you have any addresses for the gaming
websites you were talking about -- I'm usually happy plodding along with what
I've got so I tend not to keep up with sites that have constant updates for
things, that as you say, are working fine and don't needed interfered with.
Just my luck that I thought I was doing myself a favour with X8!
All the best,
Malcolm
paultech
09-13-2001, 03:51 PM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
Malcolm,
Let me apologize for an oversite.......These macros weren't tested in FS98,
plus since most of them use the extended bmp textures, I believe FS98 doesn't
support them or properly view them.
Regards,
Paul
Thanks, Paul,
and I hope you understand that I wasn't mad or holding you responsible for some
foul--up that couldn't be undone. There have been other macros that have had
the same result and it is self-evidently something that is happening once
they're up on my machine rather than anything inherently wrong with your work.
I going to dig around and see if there is a way of removing DirectX 8 and
putting X7 back up and that might solve it.
Thanks again for your concern,
Malcolm
Malcolm,
Having created many sceneries, I am just trying to help you get some good
results, and understand your frustration. Been there a time or ten too.....
But with that, a thought has come to mind. I have both CFS and FS2K, but not
FS98, and I realize that FS98 views textures in either "R8 or AF" format, not
extended bmps. Someone correct me if I am wrong. So, if you still want to use
my crate macros in FS98, then you might have to convert all the associated
crate/api textures back to "R8" raw format to view them correctly.
Please keep us posted,
Good Luck,
Paul
malkyson
09-13-2001, 04:10 PM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
Malcolm,
Let me apologize for an oversite.......These macros weren't tested in FS98,
plus since most of them use the extended bmp textures, I believe FS98 doesn't
support them or properly view them.
Regards,
Paul
Thanks, Paul,
and I hope you understand that I wasn't mad or holding you responsible for some
foul--up that couldn't be undone. There have been other macros that have had
the same result and it is self-evidently something that is happening once
they're up on my machine rather than anything inherently wrong with your work.
I going to dig around and see if there is a way of removing DirectX 8 and
putting X7 back up and that might solve it.
Thanks again for your concern,
Malcolm
Malcolm,
Having created many sceneries, I am just trying to help you get some good
results, and understand your frustration. Been there a time or ten too.....
But with that, a thought has come to mind. I have both CFS and FS2K, but not
FS98, and I realize that FS98 views textures in either "R8 or AF" format, not
extended bmps. Someone correct me if I am wrong. So, if you still want to use
my crate macros in FS98, then you might have to convert all the associated
crate/api textures back to "R8" raw format to view them correctly.
Please keep us posted,
Good Luck,
Paul
PAul,
Magic, my man, hadn't actually thought of that - to my "shame" I'd simply
presumed they were r8's. I have Martin Wright's ConvR8 Converter program - I'll
give that a run and see what happens. In the meantime, if you can think of any
other programs that might do it,.........
Thanks again
Malcolm
martinwright
09-13-2001, 06:23 PM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
Malcolm,
Let me apologize for an oversite.......These macros weren't tested in FS98,
plus since most of them use the extended bmp textures, I believe FS98 doesn't
support them or properly view them.
Regards,
Paul
Thanks, Paul,
and I hope you understand that I wasn't mad or holding you responsible for some
foul--up that couldn't be undone. There have been other macros that have had
the same result and it is self-evidently something that is happening once
they're up on my machine rather than anything inherently wrong with your work.
I going to dig around and see if there is a way of removing DirectX 8 and
putting X7 back up and that might solve it.
Thanks again for your concern,
Malcolm
Malcolm,
Having created many sceneries, I am just trying to help you get some good
results, and understand your frustration. Been there a time or ten too.....
But with that, a thought has come to mind. I have both CFS and FS2K, but not
FS98, and I realize that FS98 views textures in either "R8 or AF" format, not
extended bmps. Someone correct me if I am wrong. So, if you still want to use
my crate macros in FS98, then you might have to convert all the associated
crate/api textures back to "R8" raw format to view them correctly.
Please keep us posted,
Good Luck,
Paul
PAul,
Magic, my man, hadn't actually thought of that - to my "shame" I'd simply
presumed they were r8's. I have Martin Wright's ConvR8 Converter program - I'll
give that a run and see what happens. In the meantime, if you can think of any
other programs that might do it,.........
Thanks again
Malcolm
Converting them to R8 format should do the trick. If you don`t want to edit the
apis (to use the new .R8 textures instead of the .BMP) then you could convert
them to R8 format but then rename them back to the original xxxx.BMP filename -
they will still work as R8 format and FS98 will have no problem.
ConvR8 will let you use any extension on the filename so you could "Save as R8"
directly over the original BMP texture if you want.
dragnhorn
09-13-2001, 09:11 PM
Barney,
There is a program called "NVClean" that can safely uninstall Direct X 8 so
that you reinstall Direct X 7.
A search at the popular free download sites should get it.
Best, Rob
MALCOLM,
When you select ALT/ENTER, that usually invokes the acceleration/3d effect. By
taking the program out of the "Windows" influence, this "speeds" things up.
There is an adage to the effect about not fixing things when they're not broke.
FS2000 was designed, and even includes a copy, to operate with DirectX7.
Therefore, there's no reason to change/upgrade to DirectX8 unless, of course,
you have software specifically calling for that version. To my knowledge, there
is none!
On top of this, I have heard that X8 has been blamed for other misfortunes, for
whatever reason. There may well be nothing wrong with X8 per se, but it may not
be suitable for the current software/environment.
I appreciate the fact that it can not be uninstalled, but if you do a "search"
of some of the better gaming websites, you should be able to find a program
that will remove it for you. I haven't used such program, and have no knowledge
of its effectiveness or risk, but I'm sure you can get info on that as well.
The bottom line is, once it is "gone", you can then begin afresh and install
version 7.
Good luck.
Barney
malkyson
09-14-2001, 01:53 PM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
Malcolm,
Let me apologize for an oversite.......These macros weren't tested in FS98,
plus since most of them use the extended bmp textures, I believe FS98 doesn't
support them or properly view them.
Regards,
Paul
Thanks, Paul,
and I hope you understand that I wasn't mad or holding you responsible for some
foul--up that couldn't be undone. There have been other macros that have had
the same result and it is self-evidently something that is happening once
they're up on my machine rather than anything inherently wrong with your work.
I going to dig around and see if there is a way of removing DirectX 8 and
putting X7 back up and that might solve it.
Thanks again for your concern,
Malcolm
Malcolm,
Having created many sceneries, I am just trying to help you get some good
results, and understand your frustration. Been there a time or ten too.....
But with that, a thought has come to mind. I have both CFS and FS2K, but not
FS98, and I realize that FS98 views textures in either "R8 or AF" format, not
extended bmps. Someone correct me if I am wrong. So, if you still want to use
my crate macros in FS98, then you might have to convert all the associated
crate/api textures back to "R8" raw format to view them correctly.
Please keep us posted,
Good Luck,
Paul
PAul,
Magic, my man, hadn't actually thought of that - to my "shame" I'd simply
presumed they were r8's. I have Martin Wright's ConvR8 Converter program - I'll
give that a run and see what happens. In the meantime, if you can think of any
other programs that might do it,.........
Thanks again
Malcolm
Converting them to R8 format should do the trick. If you don`t want to edit the
apis (to use the new .R8 textures instead of the .BMP) then you could convert
them to R8 format but then rename them back to the original xxxx.BMP filename -
they will still work as R8 format and FS98 will have no problem.
ConvR8 will let you use any extension on the filename so you could "Save as R8"
directly over the original BMP texture if you want.
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
paultech
09-14-2001, 02:56 PM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
Malcolm,
Let me apologize for an oversite.......These macros weren't tested in FS98,
plus since most of them use the extended bmp textures, I believe FS98 doesn't
support them or properly view them.
Regards,
Paul
Thanks, Paul,
and I hope you understand that I wasn't mad or holding you responsible for some
foul--up that couldn't be undone. There have been other macros that have had
the same result and it is self-evidently something that is happening once
they're up on my machine rather than anything inherently wrong with your work.
I going to dig around and see if there is a way of removing DirectX 8 and
putting X7 back up and that might solve it.
Thanks again for your concern,
Malcolm
Malcolm,
Having created many sceneries, I am just trying to help you get some good
results, and understand your frustration. Been there a time or ten too.....
But with that, a thought has come to mind. I have both CFS and FS2K, but not
FS98, and I realize that FS98 views textures in either "R8 or AF" format, not
extended bmps. Someone correct me if I am wrong. So, if you still want to use
my crate macros in FS98, then you might have to convert all the associated
crate/api textures back to "R8" raw format to view them correctly.
Please keep us posted,
Good Luck,
Paul
PAul,
Magic, my man, hadn't actually thought of that - to my "shame" I'd simply
presumed they were r8's. I have Martin Wright's ConvR8 Converter program - I'll
give that a run and see what happens. In the meantime, if you can think of any
other programs that might do it,.........
Thanks again
Malcolm
Converting them to R8 format should do the trick. If you don`t want to edit the
apis (to use the new .R8 textures instead of the .BMP) then you could convert
them to R8 format but then rename them back to the original xxxx.BMP filename -
they will still work as R8 format and FS98 will have no problem.
ConvR8 will let you use any extension on the filename so you could "Save as R8"
directly over the original BMP texture if you want.
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm,
Make sure that you remove all the associated crate/macro textures from your
FS98/texture directory too, which could cause a conflict. In otherwords, don't
leave the original crate/macro bmp.textures in either your new/scenery/texture
folder or FS98/texture directory.
Paul
malkyson
09-14-2001, 04:29 PM
Yet another of those dumb, frustrating problems making scenery!
I recently downloaded and used Paul Harmon's Beercrates api's which are
labelled as for use with FS98/CFS/FS2000. I've included them in scenery for
FS98 using Airport Build 115 and I'm finding that when I'm in a windows screen,
the crates show up but as soon as I go to Full Screen they disappear. (And I
ain't touched a drop of the stuff, honest!!)
I've moved the texture files around so that they are now in the main Flight Sim
Texture folder, Airport's own Texture folder and also in Airport's Texture
Folder within the main Flight Sim Scenery folder. And yet nothing.
In some ways, I'm concerned that these copies of the texture files might be
competing against each other and causing pretty much the same result.
I've actually had this problem before and simply abandoned that part of the
scenery affected but I would be grateful for any information. Textures
dedicated to FS98 don't seem to have the same problem and in previous attempts
it seems to be when files are designated for the likes of CFS and FS2K as well
that the problems kick in.
All the best,
Malcolm
Malcolm,
Let me apologize for an oversite.......These macros weren't tested in FS98,
plus since most of them use the extended bmp textures, I believe FS98 doesn't
support them or properly view them.
Regards,
Paul
Thanks, Paul,
and I hope you understand that I wasn't mad or holding you responsible for some
foul--up that couldn't be undone. There have been other macros that have had
the same result and it is self-evidently something that is happening once
they're up on my machine rather than anything inherently wrong with your work.
I going to dig around and see if there is a way of removing DirectX 8 and
putting X7 back up and that might solve it.
Thanks again for your concern,
Malcolm
Malcolm,
Having created many sceneries, I am just trying to help you get some good
results, and understand your frustration. Been there a time or ten too.....
But with that, a thought has come to mind. I have both CFS and FS2K, but not
FS98, and I realize that FS98 views textures in either "R8 or AF" format, not
extended bmps. Someone correct me if I am wrong. So, if you still want to use
my crate macros in FS98, then you might have to convert all the associated
crate/api textures back to "R8" raw format to view them correctly.
Please keep us posted,
Good Luck,
Paul
PAul,
Magic, my man, hadn't actually thought of that - to my "shame" I'd simply
presumed they were r8's. I have Martin Wright's ConvR8 Converter program - I'll
give that a run and see what happens. In the meantime, if you can think of any
other programs that might do it,.........
Thanks again
Malcolm
Converting them to R8 format should do the trick. If you don`t want to edit the
apis (to use the new .R8 textures instead of the .BMP) then you could convert
them to R8 format but then rename them back to the original xxxx.BMP filename -
they will still work as R8 format and FS98 will have no problem.
ConvR8 will let you use any extension on the filename so you could "Save as R8"
directly over the original BMP texture if you want.
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm,
Make sure that you remove all the associated crate/macro textures from your
FS98/texture directory too, which could cause a conflict. In otherwords, don't
leave the original crate/macro bmp.textures in either your new/scenery/texture
folder or FS98/texture directory.
Paul
Thanks, Paul, I'm on my way!
All the best
Malcolm
martinwright
09-14-2001, 07:53 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
barney
09-14-2001, 09:21 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
malkyson
09-14-2001, 10:39 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney,
you and me both, my man!!
And, yes, that was/is what's happening. In "Windows" mode, the crates, for
instance are fully visible and correct and then when I switch to "Full Screen",
the textures disappear but the overall shape remains until the screen has fully
"written" at which stage both shape and textures disappear!
And, just to make it even more interesting, if I kill off 3D when running "Full
Screen" - they're there!!
Really interesting, especially at 3 in the morning at the end of a long day and
you turn your back and someone nicks your beer crates!
Still, I'll stick with it and fidget things around and let you know how things
are progressing
All the best,
Malcolm
malkyson
09-14-2001, 10:56 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
Martin,
I'd actually wondered about the renaming process and whether the api would
simply read in an r8 name as a bitmap name - -which is why I'm content to go
through the whole process and start from scratch.
I've also often wondered about the "levels" of reading that it can work on. In
some files the advice has been to load in the files into the Airport folder and
others have advised loading them higher up the system in FS98's main Texture
folder. I've tended in the past to put them into FS98's folder because I felt
that probably had a governing call over everything else.
I've also probably constructed a rod for my own back because I have had
suspicions about further subdividing that folder into subfolders for different
aspects of scenery such as a/c textures, for instance. The result is a
ridiculous single folder of some 178mb of files which I really do not fancy
having to go through to junk anything that is obsolete. It works but I know
it's ungainly and probably could and should be better organised but previous
experience has at least suggested that some texture files need to be "right up
there" in a main folder to be called on and the folder, as a result, has grown
considerably over the years.
Once again, many thanks for the interest and advice,
All the best,
Malcolm
paultech
09-15-2001, 03:14 AM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
Martin,
I'd actually wondered about the renaming process and whether the api would
simply read in an r8 name as a bitmap name - -which is why I'm content to go
through the whole process and start from scratch.
I've also often wondered about the "levels" of reading that it can work on. In
some files the advice has been to load in the files into the Airport folder and
others have advised loading them higher up the system in FS98's main Texture
folder. I've tended in the past to put them into FS98's folder because I felt
that probably had a governing call over everything else.
I've also probably constructed a rod for my own back because I have had
suspicions about further subdividing that folder into subfolders for different
aspects of scenery such as a/c textures, for instance. The result is a
ridiculous single folder of some 178mb of files which I really do not fancy
having to go through to junk anything that is obsolete. It works but I know
it's ungainly and probably could and should be better organised but previous
experience has at least suggested that some texture files need to be "right up
there" in a main folder to be called on and the folder, as a result, has grown
considerably over the years.
Once again, many thanks for the interest and advice,
All the best,
Malcolm
Malcolm,
Best thing is to have all associated textures in your "New scenery" texture
subdirectory..... Especially when you either send this scenery to your friends
or upload it. Having said textures in your main FS98/texture directory is only
a redundancy.
Good luck,
Paul
martinwright
09-15-2001, 06:26 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
Martin,
I'd actually wondered about the renaming process and whether the api would
simply read in an r8 name as a bitmap name - -which is why I'm content to go
through the whole process and start from scratch.
I've also often wondered about the "levels" of reading that it can work on. In
some files the advice has been to load in the files into the Airport folder and
others have advised loading them higher up the system in FS98's main Texture
folder. I've tended in the past to put them into FS98's folder because I felt
that probably had a governing call over everything else.
I've also probably constructed a rod for my own back because I have had
suspicions about further subdividing that folder into subfolders for different
aspects of scenery such as a/c textures, for instance. The result is a
ridiculous single folder of some 178mb of files which I really do not fancy
having to go through to junk anything that is obsolete. It works but I know
it's ungainly and probably could and should be better organised but previous
experience has at least suggested that some texture files need to be "right up
there" in a main folder to be called on and the folder, as a result, has grown
considerably over the years.
Once again, many thanks for the interest and advice,
All the best,
Malcolm
The Main texture folder is the "Last Resort" location for any version of FS.
For scenery or Aircraft the Local folder is always tried first. It is also a
much more "organised" way of storing textures. The exceptions are textures that
might be used by more than one scenery. In this case putting them in the main
texture folder would let several sceneries share the textures.
Thinking further on the original prob.....You would still be getting some sort
of texture even with your original scenery. FS98 will just read a Bmp file as
if it was R8 (just treat the first 64k bytes as pixel data mapped to the
default palette). In theory you should get garbled textures but textures of a
sort...
I must admit never having worked on FS98. I know the theory regarding the
differences but I have never had to try it out in practice.
martinwright
09-15-2001, 06:31 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
barney
09-15-2001, 07:29 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
malkyson
09-16-2001, 08:29 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
barney
09-17-2001, 08:37 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
malkyson
09-17-2001, 11:22 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
Thanks, Barney,
much obliged.
I've just now downloaded the tool and will get to it as soon as I can. I did
notice, however, that the readme file isn't actually listed as such in the zip
file so I'll chase it very carefully before I do anything at all.
The other thing I did was to download some more scenery last night just to see
what would happen and, predictably enough, it gave me no problems at all! And
that includes one listed for FS98 AND FS2000. It just gets interestinger and
interstinger!
Once again, thanks for all the help. Somewhere out there is a solution.
All the best,
Malcolm
barney
09-18-2001, 05:51 AM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
Thanks, Barney,
much obliged.
I've just now downloaded the tool and will get to it as soon as I can. I did
notice, however, that the readme file isn't actually listed as such in the zip
file so I'll chase it very carefully before I do anything at all.
The other thing I did was to download some more scenery last night just to see
what would happen and, predictably enough, it gave me no problems at all! And
that includes one listed for FS98 AND FS2000. It just gets interestinger and
interstinger!
Once again, thanks for all the help. Somewhere out there is a solution.
All the best,
Malcolm
MALCOLM,
Should have thought of this before.....can you provide name and source for the
object in question? I'll d/l same and check it out at my end.
Barney
malkyson
09-18-2001, 02:42 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
Thanks, Barney,
much obliged.
I've just now downloaded the tool and will get to it as soon as I can. I did
notice, however, that the readme file isn't actually listed as such in the zip
file so I'll chase it very carefully before I do anything at all.
The other thing I did was to download some more scenery last night just to see
what would happen and, predictably enough, it gave me no problems at all! And
that includes one listed for FS98 AND FS2000. It just gets interestinger and
interstinger!
Once again, thanks for all the help. Somewhere out there is a solution.
All the best,
Malcolm
MALCOLM,
Should have thought of this before.....can you provide name and source for the
object in question? I'll d/l same and check it out at my end.
Barney
Barney,
that really would be above and beyond the call of duty and I would really
appreciate that. The file is crates.zip by Paul Harmon.
MAny thanks,
Malcolm
barney
09-18-2001, 07:20 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
Thanks, Barney,
much obliged.
I've just now downloaded the tool and will get to it as soon as I can. I did
notice, however, that the readme file isn't actually listed as such in the zip
file so I'll chase it very carefully before I do anything at all.
The other thing I did was to download some more scenery last night just to see
what would happen and, predictably enough, it gave me no problems at all! And
that includes one listed for FS98 AND FS2000. It just gets interestinger and
interstinger!
Once again, thanks for all the help. Somewhere out there is a solution.
All the best,
Malcolm
MALCOLM,
Should have thought of this before.....can you provide name and source for the
object in question? I'll d/l same and check it out at my end.
Barney
Barney,
that really would be above and beyond the call of duty and I would really
appreciate that. The file is crates.zip by Paul Harmon.
MAny thanks,
Malcolm
MALCOLM,
Ok, I d/l that file and created an *.apt in which I inserted all 5 *.api's. I
then re-loaded FS98 and checked them out. One of them, the light tan coloured
crate with the 3 images on it displayed not bad, in accelerated and
non-accellerated. The other 4 display multi-coloured and are totally confusing.
This is symptomatic of a texture that FS98 scenery engine can not decipher.
Using a program from Martin Wright (http://fly.to.mwgfx) called "ConvertR8", or
something to that effect, I converted the *.bmp textures to *.R8 format. I then
re-named these *.R8 files to *.bmp. I then over-wrote the originals with these
newly converted/re-named files and "Bingo"!! Only one glitch: for whatever
reason, the "new" textures are up-side-down!!
So, before converting the original *.bmp's, open them in a program like MS
Paint which is the default Windows program, and turn each of them up-side-down
and "Save", remembering to retain their names. Now when you convert them to
*.R8, they will be the right way up for FS98!
Confusing? Shouldn't be once you get going.
Quickly, here's the drill:
1) Flip the original *.bmp's 180 degrees.
2) Convert to *.R8 using Martin's program and save as same name, but new *.R8
extension.
3) Re-name to *.bmp (this gets away from having to change every instance of
"bmp" in the *.api to "R8").
Good luck....keep us posted.
Barney
paultech
09-18-2001, 11:29 PM
Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
Thanks, Barney,
much obliged.
I've just now downloaded the tool and will get to it as soon as I can. I did
notice, however, that the readme file isn't actually listed as such in the zip
file so I'll chase it very carefully before I do anything at all.
The other thing I did was to download some more scenery last night just to see
what would happen and, predictably enough, it gave me no problems at all! And
that includes one listed for FS98 AND FS2000. It just gets interestinger and
interstinger!
Once again, thanks for all the help. Somewhere out there is a solution.
All the best,
Malcolm
MALCOLM,
Should have thought of this before.....can you provide name and source for the
object in question? I'll d/l same and check it out at my end.
Barney
Barney,
that really would be above and beyond the call of duty and I would really
appreciate that. The file is crates.zip by Paul Harmon.
MAny thanks,
Malcolm
Barney,
If I can assist you in anyway, please give me a holler.......
The "Crate" macros were designed by yours truly.
Regards,
Paul
malkyson
09-19-2001, 03:03 PM
[quote:c6e3b8f977]Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
[/quote:c6e3b8f977]
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
Thanks, Barney,
much obliged.
I've just now downloaded the tool and will get to it as soon as I can. I did
notice, however, that the readme file isn't actually listed as such in the zip
file so I'll chase it very carefully before I do anything at all.
The other thing I did was to download some more scenery last night just to see
what would happen and, predictably enough, it gave me no problems at all! And
that includes one listed for FS98 AND FS2000. It just gets interestinger and
interstinger!
Once again, thanks for all the help. Somewhere out there is a solution.
All the best,
Malcolm
MALCOLM,
Should have thought of this before.....can you provide name and source for the
object in question? I'll d/l same and check it out at my end.
Barney
Barney,
that really would be above and beyond the call of duty and I would really
appreciate that. The file is crates.zip by Paul Harmon.
MAny thanks,
Malcolm
Barney,
If I can assist you in anyway, please give me a holler.......
The "Crate" macros were designed by yours truly.
Regards,
Paul
Thanks, Paul,
the good news is that the crates are there, it's just that I can't keep a hold
of them! But I'm working on it!
All the best,
Malcolm
malkyson
09-19-2001, 03:17 PM
[quote:fcbfca5a3a]Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
[/quote:fcbfca5a3a]
Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
Thanks, Barney,
much obliged.
I've just now downloaded the tool and will get to it as soon as I can. I did
notice, however, that the readme file isn't actually listed as such in the zip
file so I'll chase it very carefully before I do anything at all.
The other thing I did was to download some more scenery last night just to see
what would happen and, predictably enough, it gave me no problems at all! And
that includes one listed for FS98 AND FS2000. It just gets interestinger and
interstinger!
Once again, thanks for all the help. Somewhere out there is a solution.
All the best,
Malcolm
MALCOLM,
Should have thought of this before.....can you provide name and source for the
object in question? I'll d/l same and check it out at my end.
Barney
Barney,
that really would be above and beyond the call of duty and I would really
appreciate that. The file is crates.zip by Paul Harmon.
MAny thanks,
Malcolm
MALCOLM,
Ok, I d/l that file and created an *.apt in which I inserted all 5 *.api's. I
then re-loaded FS98 and checked them out. One of them, the light tan coloured
crate with the 3 images on it displayed not bad, in accelerated and
non-accellerated. The other 4 display multi-coloured and are totally confusing.
This is symptomatic of a texture that FS98 scenery engine can not decipher.
Using a program from Martin Wright (http://fly.to.mwgfx) called "ConvertR8", or
something to that effect, I converted the *.bmp textures to *.R8 format. I then
re-named these *.R8 files to *.bmp. I then over-wrote the originals with these
newly converted/re-named files and "Bingo"!! Only one glitch: for whatever
reason, the "new" textures are up-side-down!!
So, before converting the original *.bmp's, open them in a program like MS
Paint which is the default Windows program, and turn each of them up-side-down
and "Save", remembering to retain their names. Now when you convert them to
*.R8, they will be the right way up for FS98!
Confusing? Shouldn't be once you get going.
Quickly, here's the drill:
1) Flip the original *.bmp's 180 degrees.
2) Convert to *.R8 using Martin's program and save as same name, but new *.R8
extension.
3) Re-name to *.bmp (this gets away from having to change every instance of
"bmp" in the *.api to "R8").
Good luck....keep us posted.
Barney
Barney,
amazing, my man, and thanks again.
I messed around for 3 or 4 hours with the scenery stuff last night and have
come up with an understanding that "localises" the problem to my system rather
than Paul's files but which I haven't sussed out properly yet.
I'm running theses crates files on a piece of scenery that I made myself which
is then intended to run with Bob Wittick's "Scotland 5.0" scenery. For whatever
reason, I readjusted the scenery "level" order in FS98 itself last night and
put my scenry above Scotland 5.0, just to see what would happen. And lo and
behold! the crates files turn up in full screen but MY airport scenry file
obliterates Bob Wittick's scenery in the area. When I readjust the order with
Scotland above this scenery, the crates disappear again and Scotland 5
reappears!
I've tweaked this around - making Scotland "Regional" and mine "Local" and vice
versa but the only way they will show up is with my scenery layered higher than
Scotland.
I know this is the way it is meant to be but, for the life of me, I can't think
of a way of adjusting it. I suspect that it is now "ingrained" in the scenery
layout and might involve a lot of deleting and replacing to unstick it.
Needless to say I'm pleased that this might be an explanation, especially for
Paul's sake, and can only thank you again for chasing this as enthusiastically
as you and others have but I'm also embarassed about having you chasing off in
the wrong direction possibly. My apologies if this has been the case
All the best,
Malcolm
barney
09-19-2001, 05:03 PM
[quote:2a1e53c8e2][quote:2a1e53c8e2]Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
[/quote:2a1e53c8e2][/quote:2a1e53c8e2]
[quote:2a1e53c8e2]Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
[/quote:2a1e53c8e2]
in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
Thanks, Barney,
much obliged.
I've just now downloaded the tool and will get to it as soon as I can. I did
notice, however, that the readme file isn't actually listed as such in the zip
file so I'll chase it very carefully before I do anything at all.
The other thing I did was to download some more scenery last night just to see
what would happen and, predictably enough, it gave me no problems at all! And
that includes one listed for FS98 AND FS2000. It just gets interestinger and
interstinger!
Once again, thanks for all the help. Somewhere out there is a solution.
All the best,
Malcolm
MALCOLM,
Should have thought of this before.....can you provide name and source for the
object in question? I'll d/l same and check it out at my end.
Barney
Barney,
that really would be above and beyond the call of duty and I would really
appreciate that. The file is crates.zip by Paul Harmon.
MAny thanks,
Malcolm
MALCOLM,
Ok, I d/l that file and created an *.apt in which I inserted all 5 *.api's. I
then re-loaded FS98 and checked them out. One of them, the light tan coloured
crate with the 3 images on it displayed not bad, in accelerated and
non-accellerated. The other 4 display multi-coloured and are totally confusing.
This is symptomatic of a texture that FS98 scenery engine can not decipher.
Using a program from Martin Wright (http://fly.to.mwgfx) called "ConvertR8", or
something to that effect, I converted the *.bmp textures to *.R8 format. I then
re-named these *.R8 files to *.bmp. I then over-wrote the originals with these
newly converted/re-named files and "Bingo"!! Only one glitch: for whatever
reason, the "new" textures are up-side-down!!
So, before converting the original *.bmp's, open them in a program like MS
Paint which is the default Windows program, and turn each of them up-side-down
and "Save", remembering to retain their names. Now when you convert them to
*.R8, they will be the right way up for FS98!
Confusing? Shouldn't be once you get going.
Quickly, here's the drill:
1) Flip the original *.bmp's 180 degrees.
2) Convert to *.R8 using Martin's program and save as same name, but new *.R8
extension.
3) Re-name to *.bmp (this gets away from having to change every instance of
"bmp" in the *.api to "R8").
Good luck....keep us posted.
Barney
Barney,
amazing, my man, and thanks again.
I messed around for 3 or 4 hours with the scenery stuff last night and have
come up with an understanding that "localises" the problem to my system rather
than Paul's files but which I haven't sussed out properly yet.
I'm running theses crates files on a piece of scenery that I made myself which
is then intended to run with Bob Wittick's "Scotland 5.0" scenery. For whatever
reason, I readjusted the scenery "level" order in FS98 itself last night and
put my scenry above Scotland 5.0, just to see what would happen. And lo and
behold! the crates files turn up in full screen but MY airport scenry file
obliterates Bob Wittick's scenery in the area. When I readjust the order with
Scotland above this scenery, the crates disappear again and Scotland 5
reappears!
I've tweaked this around - making Scotland "Regional" and mine "Local" and vice
versa but the only way they will show up is with my scenery layered higher than
Scotland.
I know this is the way it is meant to be but, for the life of me, I can't think
of a way of adjusting it. I suspect that it is now "ingrained" in the scenery
layout and might involve a lot of deleting and replacing to unstick it.
Needless to say I'm pleased that this might be an explanation, especially for
Paul's sake, and can only thank you again for chasing this as enthusiastically
as you and others have but I'm also embarassed about having you chasing off in
the wrong direction possibly. My apologies if this has been the case
All the best,
Malcolm
MALCOLM,
Sometimes the layering, etc., can contribute to scenery troubles, but if its
only the crates, and not every one of them either, according to your past
posts, I think something else is at fault. But whatever the cause, you have
nothing to lose by following the texture "conversion" discussed in my previous
message (number ends with 53, I think).
Keep us posted.
Barney
malkyson
09-21-2001, 01:48 PM
[quote:8d9d6db41e][quote:8d9d6db41e][quote:8d9d6db41e]Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
[/quote:8d9d6db41e][/quote:8d9d6db41e][/quote:8d9d6db41e]
[quote:8d9d6db41e]
[quote:8d9d6db41e]Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
[/quote:8d9d6db41e][/quote:8d9d6db41e]
[quote:8d9d6db41e]in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
[/quote:8d9d6db41e]
[quote:8d9d6db41e]extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
[/quote:8d9d6db41e]
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
Thanks, Barney,
much obliged.
I've just now downloaded the tool and will get to it as soon as I can. I did
notice, however, that the readme file isn't actually listed as such in the zip
file so I'll chase it very carefully before I do anything at all.
The other thing I did was to download some more scenery last night just to see
what would happen and, predictably enough, it gave me no problems at all! And
that includes one listed for FS98 AND FS2000. It just gets interestinger and
interstinger!
Once again, thanks for all the help. Somewhere out there is a solution.
All the best,
Malcolm
MALCOLM,
Should have thought of this before.....can you provide name and source for the
object in question? I'll d/l same and check it out at my end.
Barney
Barney,
that really would be above and beyond the call of duty and I would really
appreciate that. The file is crates.zip by Paul Harmon.
MAny thanks,
Malcolm
MALCOLM,
Ok, I d/l that file and created an *.apt in which I inserted all 5 *.api's. I
then re-loaded FS98 and checked them out. One of them, the light tan coloured
crate with the 3 images on it displayed not bad, in accelerated and
non-accellerated. The other 4 display multi-coloured and are totally confusing.
This is symptomatic of a texture that FS98 scenery engine can not decipher.
Using a program from Martin Wright (http://fly.to.mwgfx) called "ConvertR8", or
something to that effect, I converted the *.bmp textures to *.R8 format. I then
re-named these *.R8 files to *.bmp. I then over-wrote the originals with these
newly converted/re-named files and "Bingo"!! Only one glitch: for whatever
reason, the "new" textures are up-side-down!!
So, before converting the original *.bmp's, open them in a program like MS
Paint which is the default Windows program, and turn each of them up-side-down
and "Save", remembering to retain their names. Now when you convert them to
*.R8, they will be the right way up for FS98!
Confusing? Shouldn't be once you get going.
Quickly, here's the drill:
1) Flip the original *.bmp's 180 degrees.
2) Convert to *.R8 using Martin's program and save as same name, but new *.R8
extension.
3) Re-name to *.bmp (this gets away from having to change every instance of
"bmp" in the *.api to "R8").
Good luck....keep us posted.
Barney
Barney,
amazing, my man, and thanks again.
I messed around for 3 or 4 hours with the scenery stuff last night and have
come up with an understanding that "localises" the problem to my system rather
than Paul's files but which I haven't sussed out properly yet.
I'm running theses crates files on a piece of scenery that I made myself which
is then intended to run with Bob Wittick's "Scotland 5.0" scenery. For whatever
reason, I readjusted the scenery "level" order in FS98 itself last night and
put my scenry above Scotland 5.0, just to see what would happen. And lo and
behold! the crates files turn up in full screen but MY airport scenry file
obliterates Bob Wittick's scenery in the area. When I readjust the order with
Scotland above this scenery, the crates disappear again and Scotland 5
reappears!
I've tweaked this around - making Scotland "Regional" and mine "Local" and vice
versa but the only way they will show up is with my scenery layered higher than
Scotland.
I know this is the way it is meant to be but, for the life of me, I can't think
of a way of adjusting it. I suspect that it is now "ingrained" in the scenery
layout and might involve a lot of deleting and replacing to unstick it.
Needless to say I'm pleased that this might be an explanation, especially for
Paul's sake, and can only thank you again for chasing this as enthusiastically
as you and others have but I'm also embarassed about having you chasing off in
the wrong direction possibly. My apologies if this has been the case
All the best,
Malcolm
MALCOLM,
Sometimes the layering, etc., can contribute to scenery troubles, but if its
only the crates, and not every one of them either, according to your past
posts, I think something else is at fault. But whatever the cause, you have
nothing to lose by following the texture "conversion" discussed in my previous
message (number ends with 53, I think).
Keep us posted.
Barney
Barney,
In the first place, apologies for delay in replying. We're up in St. Andrews in
Scotland and the University began again this week and we own a bar and
reataurant in the town. Nuff said!!
Certainly right to say that not all the elements of the scenery disappear in
"Full Screen" - to date only these textures and one other building fail to show
up while everything else on the same Airport Scenery file DOES show up. That's
why I'm frustrated about not being able to remember when precisely I moved up
to DirectX 8 which I still suspect is playing a part.
Dumb question just to set my mind at ease. When converting .bmp's to r8's in
Texture Converter is it sufficient to simply "save as r8" or am I missing
something out of stupidity? I've actually "converted" the files in this way and
get the same result of no show but if all I am doing is essentially renaming
them then I'm probably wasting my time.
All the best
Malcolm
barney
09-21-2001, 04:51 PM
[quote:88036b958d][quote:88036b958d][quote:88036b958d][quote:88036b958d]Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
[/quote:88036b958d][/quote:88036b958d][/quote:88036b958d][/quote:88036b958d]
[quote:88036b958d]
[quote:88036b958d]
[quote:88036b958d]Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
[/quote:88036b958d][/quote:88036b958d][/quote:88036b958d]
[quote:88036b958d]
[quote:88036b958d]in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
[/quote:88036b958d][/quote:88036b958d]
[quote:88036b958d]
[quote:88036b958d]extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
[/quote:88036b958d][/quote:88036b958d]
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
Thanks, Barney,
much obliged.
I've just now downloaded the tool and will get to it as soon as I can. I did
notice, however, that the readme file isn't actually listed as such in the zip
file so I'll chase it very carefully before I do anything at all.
The other thing I did was to download some more scenery last night just to see
what would happen and, predictably enough, it gave me no problems at all! And
that includes one listed for FS98 AND FS2000. It just gets interestinger and
interstinger!
Once again, thanks for all the help. Somewhere out there is a solution.
All the best,
Malcolm
MALCOLM,
Should have thought of this before.....can you provide name and source for the
object in question? I'll d/l same and check it out at my end.
Barney
Barney,
that really would be above and beyond the call of duty and I would really
appreciate that. The file is crates.zip by Paul Harmon.
MAny thanks,
Malcolm
MALCOLM,
Ok, I d/l that file and created an *.apt in which I inserted all 5 *.api's. I
then re-loaded FS98 and checked them out. One of them, the light tan coloured
crate with the 3 images on it displayed not bad, in accelerated and
non-accellerated. The other 4 display multi-coloured and are totally confusing.
This is symptomatic of a texture that FS98 scenery engine can not decipher.
Using a program from Martin Wright (http://fly.to.mwgfx) called "ConvertR8", or
something to that effect, I converted the *.bmp textures to *.R8 format. I then
re-named these *.R8 files to *.bmp. I then over-wrote the originals with these
newly converted/re-named files and "Bingo"!! Only one glitch: for whatever
reason, the "new" textures are up-side-down!!
So, before converting the original *.bmp's, open them in a program like MS
Paint which is the default Windows program, and turn each of them up-side-down
and "Save", remembering to retain their names. Now when you convert them to
*.R8, they will be the right way up for FS98!
Confusing? Shouldn't be once you get going.
Quickly, here's the drill:
1) Flip the original *.bmp's 180 degrees.
2) Convert to *.R8 using Martin's program and save as same name, but new *.R8
extension.
3) Re-name to *.bmp (this gets away from having to change every instance of
"bmp" in the *.api to "R8").
Good luck....keep us posted.
Barney
Barney,
amazing, my man, and thanks again.
I messed around for 3 or 4 hours with the scenery stuff last night and have
come up with an understanding that "localises" the problem to my system rather
than Paul's files but which I haven't sussed out properly yet.
I'm running theses crates files on a piece of scenery that I made myself which
is then intended to run with Bob Wittick's "Scotland 5.0" scenery. For whatever
reason, I readjusted the scenery "level" order in FS98 itself last night and
put my scenry above Scotland 5.0, just to see what would happen. And lo and
behold! the crates files turn up in full screen but MY airport scenry file
obliterates Bob Wittick's scenery in the area. When I readjust the order with
Scotland above this scenery, the crates disappear again and Scotland 5
reappears!
I've tweaked this around - making Scotland "Regional" and mine "Local" and vice
versa but the only way they will show up is with my scenery layered higher than
Scotland.
I know this is the way it is meant to be but, for the life of me, I can't think
of a way of adjusting it. I suspect that it is now "ingrained" in the scenery
layout and might involve a lot of deleting and replacing to unstick it.
Needless to say I'm pleased that this might be an explanation, especially for
Paul's sake, and can only thank you again for chasing this as enthusiastically
as you and others have but I'm also embarassed about having you chasing off in
the wrong direction possibly. My apologies if this has been the case
All the best,
Malcolm
MALCOLM,
Sometimes the layering, etc., can contribute to scenery troubles, but if its
only the crates, and not every one of them either, according to your past
posts, I think something else is at fault. But whatever the cause, you have
nothing to lose by following the texture "conversion" discussed in my previous
message (number ends with 53, I think).
Keep us posted.
Barney
Barney,
In the first place, apologies for delay in replying. We're up in St. Andrews in
Scotland and the University began again this week and we own a bar and
reataurant in the town. Nuff said!!
Certainly right to say that not all the elements of the scenery disappear in
"Full Screen" - to date only these textures and one other building fail to show
up while everything else on the same Airport Scenery file DOES show up. That's
why I'm frustrated about not being able to remember when precisely I moved up
to DirectX 8 which I still suspect is playing a part.
Dumb question just to set my mind at ease. When converting .bmp's to r8's in
Texture Converter is it sufficient to simply "save as r8" or am I missing
something out of stupidity? I've actually "converted" the files in this way and
get the same result of no show but if all I am doing is essentially renaming
them then I'm probably wasting my time.
All the best
Malcolm
MALCOLM,
Well at least as the owner of the bar, you have an excellent outlet for your FS
frustrations!!
Anyway, to the point: yes, "save" as an *.R8 extension with the original name,
but remember to reverse the original *.bmp first, before conversion.
Once you have all the "new" *.R8's, rename them to *.bmp so that the *.api's
will still recognize the appropriate textures.
Keep on pluggin' away!
Barney
malkyson
09-23-2001, 08:29 PM
[quote:1437dabcc3][quote:1437dabcc3][quote:1437dabcc3][quote:1437dabcc3][quote:1437dabcc3]Martin,
Thanks, Martin - good to be able to speak to the authors.
I had a run at that last night but I'm not convinced that I've done it
properly.
So far, I've converted/"saved as r8's" the original bitmaps and tried that out
with the same no--show result. But at that stage I hadn't deleted the object
from Airport and then re-introduced it.
After your post, I renamed as bitmaps these newly named r8's - again with the
same result.
What I plan to do now is to use the original downloaded bitmaps and run the
process with a clean sheet and see what happens.
Magic piece of software, by the way, I've used it on numerous occassions and
it's great fun to use and much appreciated.
All the best,
Malcolm
Malcolm
It may be worth looking inside the api itself to make sure you are getting the
texture filenames correct. They need to be exactly the same as the name you
will find in the relevant Bitmap( ) or LoadBitmap( ) instructions in the api.
Your first attempt wouldn`t have worked as the scenery would be looking for
xxxxx.BMP. Your second *should* have worked providing the renamed R8`s match
exactly the xxxxx.BMP filename used by the api.
If you have the new textures in the Local texture folder of the scenery then
there shouldn`t be a problem. If you are putting them in the main texture
folder then check that you don`t have the original (BMP format) textures in the
[/quote:1437dabcc3][/quote:1437dabcc3][/quote:1437dabcc3][/quote:1437dabcc3][/quote:1437dabcc3]
[quote:1437dabcc3]
[quote:1437dabcc3]
[quote:1437dabcc3]
[quote:1437dabcc3]Local texture folder as Local textures will be loaded in prefererence to
"Global" ones.
Just had a nasty thought......If the api uses LoadBitmap( ) to load the
textures there may be a problem. I don`t think FS98 supports this command.
If this is the case then you will need to edit the api in Notepad and replace
every LoadBitmap with the equivalent Bitmap instruction.
Every time you find
LoadBitmap( x x x x x x "texturename" )
(the x`s can be many values...just look for the "texturename" eg Barrels.bmp)
Replace with
Bitmap( "texturename" 0 0 0 0 )
and it should then work
MALCOLM,
This advice you are getting about the naming of textures is of course quite
accurate if the scenery you're using is originally designed for FS2K and those
texture files are in *.BMP format. However, it just occurred to me: did you not
[/quote:1437dabcc3][/quote:1437dabcc3][/quote:1437dabcc3][/quote:1437dabcc3]
[quote:1437dabcc3]
[quote:1437dabcc3]
[quote:1437dabcc3]in your very first message state that this effect of the disappearing textures
only happened when switching between the "Windows" and Full Screen (Alt/Enter
combo) environments?
The reason I'm curious, is that no matter which environment you were in while
in FS98, those textures shouldn't have appeared at all if they were named *.BMP
[/quote:1437dabcc3][/quote:1437dabcc3][/quote:1437dabcc3]
[quote:1437dabcc3]
[quote:1437dabcc3]
[quote:1437dabcc3]extension......I find this quite weird!
Barney
Barney
Even in FS98 the textures would have appeared ...but not as expected. FS98
wouldn`t care what the extension was (R8 files can have any extension you
like...xAF, 0AV, PAT, 001 ....even BMP) and it will read them all as raw R8
data. They would appear pretty garbled though with all the wrong colours and
misplaced by the size of the Bmp header.
Why they only appear when Hardware accelleration is off is a bit of a mystery
though...
MARTIN,
I thought of that _after_ I had already hit the "Send" key!!! Anyway, I have
used and designed for FS98 but its been too long to remember everything. But
the Hardware Accel thing almost leads me to think of the card itself, which I
mentioned to Malcolm already. Without seeing what Malcolm sees when the crates
do display, its hard to know if they are indeed displaying correctly. Any
response Malcolm, if you're reading this? Are you seeing the textures the way
they are supposed to display?
Anyway, Martin, thanks for the reminder!
Barney
Barney,
as we said earlier, "weird". I tested it out yesterday again and with 3D
disabled inside of Fligh Sim itself, the textures come up just as they should
on full screen. But as I said before, when I restore 3d they disappear in Full
Screen Mode.
Which put me back to suspecting DirectX 8 in a way and went into the
diagnostics tool for it and ran the "Test Direct Draw" and "Test Direct 3D"
application. Result came back that in Full Screen "the file gbtntw9x.drv is
uncertified........" and "failure at step 7 (user verification of full screen
bouncing)"
I'm still none the wiser because all of the scenery I can notionally remember
setting up before "upgrading" to 8 still shows up fine. Not to mention the fact
[/quote:1437dabcc3][/quote:1437dabcc3][/quote:1437dabcc3]
that I couldn't say for sure where I can solve the problem of this uncertified
file.
In the meantime what might be a worthwhile experiment is to download scenery
specifically designed for FS98 alone and see how that runs. It might just be
that this file capable of dealing with that.
And I'll be sure to file it in its own folder as well, Martin! I suspect that
what I have done in the past is make the call that new textures might be useful
in a universal sort of way and been dumb enough not to break the habit. In some
ways that was the case but it wont hurt to re--organise where I can.
All the best,
Malcolm
MALCOLM,
I can't remember if I was to provide an address for the DirectX removal tool or
not. But anyway, here is one which I found. I suggest you read the procedure
very carefully.
http://www.digital-digest.com/dvd/downloads/encoding.html
You'll have to scroll a bit down the opening page to find the file. Actually,
there's quite a bit of interesting stuff here!
Good luck.
Barney
Thanks, Barney,
much obliged.
I've just now downloaded the tool and will get to it as soon as I can. I did
notice, however, that the readme file isn't actually listed as such in the zip
file so I'll chase it very carefully before I do anything at all.
The other thing I did was to download some more scenery last night just to see
what would happen and, predictably enough, it gave me no problems at all! And
that includes one listed for FS98 AND FS2000. It just gets interestinger and
interstinger!
Once again, thanks for all the help. Somewhere out there is a solution.
All the best,
Malcolm
MALCOLM,
Should have thought of this before.....can you provide name and source for the
object in question? I'll d/l same and check it out at my end.
Barney
Barney,
that really would be above and beyond the call of duty and I would really
appreciate that. The file is crates.zip by Paul Harmon.
MAny thanks,
Malcolm
MALCOLM,
Ok, I d/l that file and created an *.apt in which I inserted all 5 *.api's. I
then re-loaded FS98 and checked them out. One of them, the light tan coloured
crate with the 3 images on it displayed not bad, in accelerated and
non-accellerated. The other 4 display multi-coloured and are totally confusing.
This is symptomatic of a texture that FS98 scenery engine can not decipher.
Using a program from Martin Wright (http://fly.to.mwgfx) called "ConvertR8", or
something to that effect, I converted the *.bmp textures to *.R8 format. I then
re-named these *.R8 files to *.bmp. I then over-wrote the originals with these
newly converted/re-named files and "Bingo"!! Only one glitch: for whatever
reason, the "new" textures are up-side-down!!
So, before converting the original *.bmp's, open them in a program like MS
Paint which is the default Windows program, and turn each of them up-side-down
and "Save", remembering to retain their names. Now when you convert them to
*.R8, they will be the right way up for FS98!
Confusing? Shouldn't be once you get going.
Quickly, here's the drill:
1) Flip the original *.bmp's 180 degrees.
2) Convert to *.R8 using Martin's program and save as same name, but new *.R8
extension.
3) Re-name to *.bmp (this gets away from having to change every instance of
"bmp" in the *.api to "R8").
Good luck....keep us posted.
Barney
Barney,
amazing, my man, and thanks again.
I messed around for 3 or 4 hours with the scenery stuff last night and have
come up with an understanding that "localises" the problem to my system rather
than Paul's files but which I haven't sussed out properly yet.
I'm running theses crates files on a piece of scenery that I made myself which
is then intended to run with Bob Wittick's "Scotland 5.0" scenery. For whatever
reason, I readjusted the scenery "level" order in FS98 itself last night and
put my scenry above Scotland 5.0, just to see what would happen. And lo and
behold! the crates files turn up in full screen but MY airport scenry file
obliterates Bob Wittick's scenery in the area. When I readjust the order with
Scotland above this scenery, the crates disappear again and Scotland 5
reappears!
I've tweaked this around - making Scotland "Regional" and mine "Local" and vice
versa but the only way they will show up is with my scenery layered higher than
Scotland.
I know this is the way it is meant to be but, for the life of me, I can't think
of a way of adjusting it. I suspect that it is now "ingrained" in the scenery
layout and might involve a lot of deleting and replacing to unstick it.
Needless to say I'm pleased that this might be an explanation, especially for
Paul's sake, and can only thank you again for chasing this as enthusiastically
as you and others have but I'm also embarassed about having you chasing off in
the wrong direction possibly. My apologies if this has been the case
All the best,
Malcolm
MALCOLM,
Sometimes the layering, etc., can contribute to scenery troubles, but if its
only the crates, and not every one of them either, according to your past
posts, I think something else is at fault. But whatever the cause, you have
nothing to lose by following the texture "conversion" discussed in my previous
message (number ends with 53, I think).
Keep us posted.
Barney
Barney,
In the first place, apologies for delay in replying. We're up in St. Andrews in
Scotland and the University began again this week and we own a bar and
reataurant in the town. Nuff said!!
Certainly right to say that not all the elements of the scenery disappear in
"Full Screen" - to date only these textures and one other building fail to show
up while everything else on the same Airport Scenery file DOES show up. That's
why I'm frustrated about not being able to remember when precisely I moved up
to DirectX 8 which I still suspect is playing a part.
Dumb question just to set my mind at ease. When converting .bmp's to r8's in
Texture Converter is it sufficient to simply "save as r8" or am I missing
something out of stupidity? I've actually "converted" the files in this way and
get the same result of no show but if all I am doing is essentially renaming
them then I'm probably wasting my time.
All the best
Malcolm
MALCOLM,
Well at least as the owner of the bar, you have an excellent outlet for your FS
frustrations!!
Anyway, to the point: yes, "save" as an *.R8 extension with the original name,
but remember to reverse the original *.bmp first, before conversion.
Once you have all the "new" *.R8's, rename them to *.bmp so that the *.api's
will still recognize the appropriate textures.
Keep on pluggin' away!
Barney
Barney,
yup, it sure as hell works!!
Just to let you know that I tried the "conversion" process yesterday with the
same results as before. And like I said before, when I kick out the 3D
acceleration in Full Screen the textures DO appear so I have an awful feeling
that we are probably looking back to probably uninstalling DirectX 8 and then
looking around for a version of 7 or maybe even 6. God, it's frustrating when
you think you are keeping ahead of the game and doing yourself a favour!
I'll also need to check out my download version of the Uninstall software
because it doesn't look like there is a readme.txt type file on it. and given
the "subtle" warnings from everyone, that would be very much the first thing to
look at!
Once again thanks for the help,
All the best,
Malcolm
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.