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Found 9 results

  1. JackFormstone

    Aer Lingus Cabin Textures

    Version 1.0.0

    390 downloads

    Aer Lingus cabin textures for the Airbus A320. Credit to Hugo Bicho & John Tavendale for the use of their PaintKit.
  2. pierre legault

    Lost texture (RESOLVED)

    Hi. All my flslabs planes have lost their texture. I erased my shaders an now my texture is black inside and outiside Someones had this issue? Thanks Pierre
  3. Hugo Bicho

    New CFM texture pack / Pylon

    New CFM texture pack / Pylon View File Hi guys, I’ve made this texture pack to change some of things that was missing on the actual texture. I also changed the color of the pylon to be more “white” look and add some shadows under the wing sec. And the acoustic liner to be more “purified” and realistic. Change the color of the spinner and fan blades In brief: - Acoustic liner - Spinner - Fan blades - Pylon section (two variants) - Others small details Those texture can simply be dropped in the file called Texture: Documents\Prepar3D v4 Add-ons\FSLabs\SimObjects\Airplanes\FSLabs A320 CFM\Texture Or Directly into the livery file of your choice: Documents\Prepar3D v4 Add-ons\FSLabs\SimObjects\Airplanes\FSLabs A320 CFM\Texture.xxx Images : Enjoy guys let me know if you like it! Do not hesitate to send me a message if you have some issue or find any problem with the pack. Submitter Hugo Bicho Submitted 10/29/17 Category A320-X - Unsupported Mods
  4. Version 1.0.0

    538 downloads

    Hi There it's my new separated cabin texture for BA Enjoy !!
  5. Hugo Bicho

    BA cabin // NEW Texture, Light //

    BA cabin // NEW Texture, Light // View File Hi There it's my new separated cabin texture for BA Enjoy !! Submitter Hugo Bicho Submitted 08/26/17 Category A320-X - Unsupported Mods
  6. 777cap

    A Guide to MipMapping

    Hey Guys, I just wanted to make a simple tutorial on how to mipmap and optimize your aircraft textures,both internally and externally. This subject has been discussed in the past,but is more or less ignored by most people.There is an assumption that we pay for the best quality scenery,aircraft etc..with an underlying assumption that the product has been thoroughly optimized.Most people find out later..that this infact is not true.In interest of keeping this topic as short as possible,I will not go into further details about this. But why mention something if I am not going to discuss it? Well...most developers use titles like..ultra hd and high quality and other gibberish to market their products.A simple look at the textures in these products show they are unoptimized and mostly 2k or 4k textures. The microsoft ESP engine is inefficient at using such huge texture files,and it really wont make a difference in your sim unless you start zooming into the textures at highly unrealistic levels. So let me preface this discussion by first saying you do not need textures above 1024x1024 resolution.At max..2048 is okay..to a certain degree. You most certainly dont need clouds at 2k or 4k textures(ridiculous much?). I know this sounds like a scratched record but..if you are having horrible vas problems..high res. textures are most certainly the reason. If you can't deal with it..I am sorry this guide isn't for you. For those of you interested in experimenting...read on,I will post all my resources at the end of this document.I highly recommend going through them at least once.I sincerely hope this helps you. NOTE: SAVE ALL YOUR ORIGINAL FILES BEFORE EXPERIMENTING.THIS IS THE FIRST AND MOST IMPORTANT STEP. DISCLAIMER: I WILL BE PICKING UP A LOT OF TEXT DIRECTLY FROM OTHER ARTICLES.ALL THANKS GOES TO THE AUTHORS OF THE ARTICLES GIVEN BELOW: NickN,toby23(the original author behind the mipmaping guide...all thanks goes to him!) For the description behind what is being done..i suggest you read the articles given below...this document will only cover what steps need to be carried out to properly optimize textures. In case I feel this document needs revisions I will do so at a later date.There are many things that could be added to this document,but are beyond the scope of this particular discussion. I am going to be using photoshop with this nvidia plugin :https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop You can use dxtbmp or the aces image tool found in the SDK for fsx and P3D. From my experience..photoshop works the best...it is easy to use and the end result is how I want it to be. I have found the image tool to reject pmdg textures(image given below.) . Most commonly..texture files in p3d and fsx are in either dds or bmp format.DDS is preferable and is our first preference.You can convert BMP TO dds and vice versa..but I will only be dealing with DDS for now. Okay...When you open images in photoshop(with the plugin installed) this is the message you get make sure your options are ticked in the same manner.Do not convert textures to 32bit unless specified(I will try to cover this later) MIPMAPPING TEXTURES AND RESIZING: In the menu bar choose Image>Image size> make sure resample is checked.This way your resolution ratio will not change. This is where you reach a cross roads of sorts. You can reduce the resolution and save VAS or you can use the default 2k or 4k resolutions.If you want to lower the resolution..just reduce the resolution of the width..the height will automatically reduce(with constrained proportions). Some textures have slightly different texture resolutions for eg: 2045x4096..you can still reduce the res. to 1024 or 2048. Images that are 1024x1024 do not need to be optimized. note note note!!! FSlabs have done some really smart work on the decals...i am not completely sure if reducing the resolution will cause problems( it shouldn't) .Maybe a developer can clear the air on this one. You can either choose Bicubic(smooth gradients) or sharp(this adds a very slight outline to the text..not a big deal.I would recommend making two copies of the same texture and testing them out) Now go to FILE>SAVE AS you will be greeted with the following screen make sure you are saving the texture in DXT5 format(same format in the photo) after selecting generate MIP maps..you can either use the setting at ALL or anywhere between 11-13. That is basically it. to those who find the textures becoming too blurry..I suggest you save the textures with the sharpen soft setting.also make sure FXAA is set to off in your sim of choice. With mip mapped textures it is better to have the anisotropic setting to either 8x or 16x. You will see blurries if you have saved this optimized texture file at a resolution more than the sim resolution. That is: if you have selected a resolution of 1024x1024 in the sim and are saving your optimized textures at 2048x2048. THIS DOCUMENT WILL BE UPDATED.I WILL POST THE SETTINGS I USE IN MY SIM IN THE NEAR FUTURE. if you are brave and have enough patience to play around with amount of sharpening etc. I suggest you to do so. I have only posted the very basics of mipmapping..there is a lot more to be covered.I will also post more examples from my own sim. Good luck.I hope this small document helps! Regards FURTHER READING: http://www.simforums.com/forums/re-mipmapping-and-optimising-textures_topic54022.html http://www.avsim.com/topic/382519-a-huge-fps-increase/ http://www.avsim.com/topic/471107-guide-to-mipmapping-and-optimising-textures/ http://www.avsim.com/topic/311740-severe-micro-stutters-after-mipmapping-ai/ could mods please move this topic into the general discussion in the a320 forum.Very sorry.Thank you
  7. Version 1.0.1

    1834 downloads

    Two versions included ( Dirty / Very Dirty ) Painters are free to use them for their repaints by giving me credit ( psd kit with layers included )
  8. Jonas Dahlke

    FSLABS A320 DIRTY WINGS

    FSLABS A320 DIRTY WINGS View File Two versions included ( Dirty / Very Dirty ) Painters are free to use them for their repaints by giving me credit ( psd kit with layers included ) Submitter Jonas Submitted 01/23/17 Category Unsupported Modifications
  9. Hi all, Just wondering if anyone had the fix for the Pre-Production G-AXDN texture in the downloads section. I've tried getting in touch with the author but he hasn't been active for a while. The Concorde seems to load with just a black model.. I found a forum with a discussion on the thread but once again the user hasn't been active for months and months. These are the points he raised.. "1) Some DDS are not in the right format (2048x1024 instead of 2048x2048) 2) As often the repaint of the Concorde X is typed DDS_LM are stock which generates reflections at night are showing a different decoration (Air France, FS Labs, BA etc.) 3) You must also modify the addition in aircraft.cfg; copied as there is a shell. Texture BOAC presents the same problems of DDS format." Apologies for the dodgy translation, it was originally written in French. Any feedback would be welcome!
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