
HS748 in FSX?
Moderators: Guru's, The Ministry
Re: HS748 in FSX?
Cheers for that DG... I didn't realise that with FSDS 3. I knew it had some limitations, but I thought it wa still basically an FSX compiler jobby... We've all been educated. Cheers. 

Ben.







Re: HS748 in FSX?
It works with your HP ;-) and for my AI aircraft as well... so why you think it only works for genuine FSX models I don't know?
The fallback technique has nothing to do with the model definition it is a FSX functionality..
If the texture.cfg is present, and the correct fallback folders are present, you can add as many as you like.
Just be sure to have your common textures in a basic texture folder for the model, and the other texture folders under the Airplane\model\folders shall have the different texture files, and most important a correct texture.cfg.
It even works for both old bmp-format and dds-format....
The fallback technique has nothing to do with the model definition it is a FSX functionality..
If the texture.cfg is present, and the correct fallback folders are present, you can add as many as you like.
Just be sure to have your common textures in a basic texture folder for the model, and the other texture folders under the Airplane\model\folders shall have the different texture files, and most important a correct texture.cfg.
It even works for both old bmp-format and dds-format....
Last edited by DanKH on 13 Aug 2007, 23:12, edited 1 time in total.
Re: HS748 in FSX?
DanKH wrote:It works with your HP ;-) and for my AI aircraft as well... so why you think it only works for genuine FSX models I don't know?
HP?
Ben.







- Rick Piper
- The Gurus
- Posts: 4773
- Joined: 18 Jun 2004, 17:20
- Location: In front of screen learning 3ds max :/ ...............Done it :)
Re: HS748 in FSX?
Hi Dan
In FSX it will only work if the model is compiled through the XtoMdl.exe utility.
it will not work through Makemdl.exe.
I cannot compile with XtoMDL.exe yet as Abacus have not released a working beta to me yet that makes an acceptable model.
Regards
Rick
In FSX it will only work if the model is compiled through the XtoMdl.exe utility.
it will not work through Makemdl.exe.
I cannot compile with XtoMDL.exe yet as Abacus have not released a working beta to me yet that makes an acceptable model.
Regards
Rick
Re: HS748 in FSX?
Erm... Derek's Handley Page. ... Sorry. Dave / Derek .... it's all english to me ;-)XR219 wrote:HP?
Re: HS748 in FSX?
I'm very sorry both of you but here is the proof
The HP is 'Hanno' and the only files in the Texture.HAN folder is:
HP42_fus1 2 and 3.bmp and HP42_01, 02 and 03.bmp and of course a correct texture.cfg file referring to a Texture folder that contains all the other files,
The BN is actually a FS2002 model whose texture bmp's I have converted to dds....

Doing it that way actually makes FSX perform better, as there are far less bits to load. and converting them to dds, kind of save some processor time as well (at least that is how it seems on my system...)
The HP is 'Hanno' and the only files in the Texture.HAN folder is:
HP42_fus1 2 and 3.bmp and HP42_01, 02 and 03.bmp and of course a correct texture.cfg file referring to a Texture folder that contains all the other files,
The BN is actually a FS2002 model whose texture bmp's I have converted to dds....

Doing it that way actually makes FSX perform better, as there are far less bits to load. and converting them to dds, kind of save some processor time as well (at least that is how it seems on my system...)
- Rick Piper
- The Gurus
- Posts: 4773
- Joined: 18 Jun 2004, 17:20
- Location: In front of screen learning 3ds max :/ ...............Done it :)
Re: HS748 in FSX?
Hi Dan
Can you do me a favour and see if you can do it with one 748 livery as it will give me a nervous breakdown trying.
I did try this before FSX Sp1 and it definately didn't work.
It's possible they fixed the problem in SP1 (Phil Taylor said something about it) but i presumed it was missed.
Regards
Rick
Can you do me a favour and see if you can do it with one 748 livery as it will give me a nervous breakdown trying.
I did try this before FSX Sp1 and it definately didn't work.
It's possible they fixed the problem in SP1 (Phil Taylor said something about it) but i presumed it was missed.
Regards
Rick
Re: HS748 in FSX?
By all means,
I just...ahem.... have to install it first..... (sorry Rick)
As a matter of fact I was waiting for a certain aeroplane from one of the other developers..... but If you can wait until tomorrow or so I'll install it from your latest files. But to really proof what I'm saying, I have to use at least to sets of liveries, wheres as one of them could actually function as base. (Not necessarily, as you can create a dummy Texture folder and place all the common textures in it).
You don't even have to define the dummy texture folder in your aircraft.cfg file.... The whole magic lies in the texture.cfg file.
There is a little more work in converting bmp's to dds, but it's doable. The trick is to extract the mipmaps. Save the largest of them in 32-bit format. (overwriting the existing bmp). Open the new bmp in MS paint for instance. And here's the trick: Flip it over vertically (!) Save it again. Open the flipped one in ImageTool. Save it in DXT1 or 3 format, recreate the mipmaps, and finally save it as dds ... there you go. Imagine that on a folder that contains a large amount of bmp's. And here comes in the trick of using the fallback method, as you only want to convert a file once.... ;-)
Are there any two liveries you prefer?
I just...ahem.... have to install it first..... (sorry Rick)
As a matter of fact I was waiting for a certain aeroplane from one of the other developers..... but If you can wait until tomorrow or so I'll install it from your latest files. But to really proof what I'm saying, I have to use at least to sets of liveries, wheres as one of them could actually function as base. (Not necessarily, as you can create a dummy Texture folder and place all the common textures in it).
You don't even have to define the dummy texture folder in your aircraft.cfg file.... The whole magic lies in the texture.cfg file.
There is a little more work in converting bmp's to dds, but it's doable. The trick is to extract the mipmaps. Save the largest of them in 32-bit format. (overwriting the existing bmp). Open the new bmp in MS paint for instance. And here's the trick: Flip it over vertically (!) Save it again. Open the flipped one in ImageTool. Save it in DXT1 or 3 format, recreate the mipmaps, and finally save it as dds ... there you go. Imagine that on a folder that contains a large amount of bmp's. And here comes in the trick of using the fallback method, as you only want to convert a file once.... ;-)
Are there any two liveries you prefer?