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Thread: Re: Texture Problems

  1. #1
    malkyson Guest

    Default Re: Texture Problems

    [quote:bfcd0b688e][quote:bfcd0b688e][quote:bfcd0b688e][quote:bfcd0b688e][quote:bfcd0b688e]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:bfcd0b688e][/quote:bfcd0b688e][/quote:bfcd0b688e][/quote:bfcd0b688e][/quote:bfcd0b688e]
    [quote:bfcd0b688e]
    [quote:bfcd0b688e]
    [quote:bfcd0b688e]
    [quote:bfcd0b688e]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:bfcd0b688e][/quote:bfcd0b688e][/quote:bfcd0b688e][/quote:bfcd0b688e]
    [quote:bfcd0b688e]
    [quote:bfcd0b688e]
    [quote:bfcd0b688e]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:bfcd0b688e][/quote:bfcd0b688e][/quote:bfcd0b688e]
    [quote:bfcd0b688e]
    [quote:bfcd0b688e]
    [quote:bfcd0b688e]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:bfcd0b688e][/quote:bfcd0b688e][/quote:bfcd0b688e]
    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/do.../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!!
    just to let you know - Fixed it!
    Well, fluked it might be a better description. In order to reduce the
    confusion, I finally got round to removing some of the "debris" of other
    scenery files that might have been running at the same time, just to clear the
    decks. And in disabling one of them, the crates pitched up in 3Dmode! No idea
    how, no idea why!
    I suspect that this particular file, also out of Airport, was one to which I
    had attached an Exclude file for some reason and that even tho' I have since
    removed that exclusion, there is a note or file of it drifting around somewhere
    that is influencing other files. The offending scenery is maybe 10 or 15 miles
    from the one that has been giving me problems, and I know for a fact that no
    exclusion file I have used is that wide in its effect but for whatever reason,
    "killing" off this second folder, gives me back my beer crates!
    I'm now going to try and solve the problem of quite why I had this problem in
    the first place, but in the meantime I cannot thank you and Paul and others
    ehough for putting up advice, taking the time to actually help me out and help
    me think about it myself,
    Very many thanks,
    Speak to you soon,
    Malcolm

  2. #2
    paultech Guest

    Default Re: Texture Problems

    [quote:05c6dbbde7][quote:05c6dbbde7][quote:05c6dbbde7][quote:05c6dbbde7][quote:05c6dbbde7][quote:05c6dbbde7]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:05c6dbbde7][/quote:05c6dbbde7][/quote:05c6dbbde7][/quote:05c6dbbde7][/quote:05c6dbbde7][/quote:05c6dbbde7]
    [quote:05c6dbbde7]
    [quote:05c6dbbde7]
    [quote:05c6dbbde7]
    [quote:05c6dbbde7]
    [quote:05c6dbbde7]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:05c6dbbde7][/quote:05c6dbbde7][/quote:05c6dbbde7][/quote:05c6dbbde7][/quote:05c6dbbde7]
    [quote:05c6dbbde7]
    [quote:05c6dbbde7]
    [quote:05c6dbbde7]
    [quote:05c6dbbde7]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:05c6dbbde7][/quote:05c6dbbde7][/quote:05c6dbbde7][/quote:05c6dbbde7]
    [quote:05c6dbbde7]
    [quote:05c6dbbde7]
    [quote:05c6dbbde7]
    [quote:05c6dbbde7]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:05c6dbbde7][/quote:05c6dbbde7][/quote:05c6dbbde7][/quote:05c6dbbde7]
    [quote:05c6dbbde7]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
    [/quote:05c6dbbde7]
    [quote:05c6dbbde7]in a universal sort of way and been dumb enough not to break the habit. In some
    [/quote:05c6dbbde7]
    [quote:05c6dbbde7]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
    [/quote:05c6dbbde7]
    not. But anyway, here is one which I found. I suggest you read the procedure
    very carefully.

    http://www.digital-digest.com/dvd/do.../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!!
    just to let you know - Fixed it!
    Well, fluked it might be a better description. In order to reduce the
    confusion, I finally got round to removing some of the "debris" of other
    scenery files that might have been running at the same time, just to clear the
    decks. And in disabling one of them, the crates pitched up in 3Dmode! No idea
    how, no idea why!
    I suspect that this particular file, also out of Airport, was one to which I
    had attached an Exclude file for some reason and that even tho' I have since
    removed that exclusion, there is a note or file of it drifting around somewhere
    that is influencing other files. The offending scenery is maybe 10 or 15 miles
    from the one that has been giving me problems, and I know for a fact that no
    exclusion file I have used is that wide in its effect but for whatever reason,
    "killing" off this second folder, gives me back my beer crates!
    I'm now going to try and solve the problem of quite why I had this problem in
    the first place, but in the meantime I cannot thank you and Paul and others
    ehough for putting up advice, taking the time to actually help me out and help
    me think about it myself,
    Very many thanks,
    Speak to you soon,
    Malcolm
    Malcolm,

    We are glad you got it, and sometimes the least obvious fixes are the most
    rewarding! A side note for you and others>....... In CFS I have found that if
    someone adds a 3D mesh scenery, lets say, less than 15nm away, so as to be
    visual on the horizon, from another scenery, you get some strange effects!
    Disappearing objects, including landscapes, not to mention other weird visual
    effects. So, if you encounter this type of visual problem, take a serious look
    at any conflicting scenery nearby. And sometimes we get lucky in correcting
    these anomalies.........
    Keep plugging, and have fun!

    H_PAUL

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