Elvas Tower: Option "prefer dds texture" problem - Elvas Tower

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Option "prefer dds texture" problem Rate Topic: -----

#16 User is offline   edwardk 

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Posted 08 February 2018 - 03:46 PM

With the help of Mauricio, I was able to fix his issue as well as finish the DDS file fix.

Regarding the snow/night texture, this concept already existed. I am not sure if people knew of this, but I did not. This is the reason why I was making it a big deal. I did bring up the possibilities of resource issues. Sure enough during testing, I experienced the out of video memory message. I believe it was video card memory. Either way, I did not have enough memory at one point. This is using LAA.

Edward K.

#17 User is offline   James Ross 

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Posted 09 February 2018 - 12:31 PM

View Postedwardk, on 04 February 2018 - 03:10 PM, said:

Your message box must be full because I was unable to send you a message so here it is below.

It is, but I'd much rather keep all discussions in the public forums anyway (or the private forums where absolutely necessary). PMs can easily exclude those that could otherwise help. :)

View Postedwardk, on 04 February 2018 - 03:10 PM, said:

I read your post and the first change was easy enough. I would have kept "Viewer.Simulator" if I found "Viewer.Simulator.Settings". The second issue needs more clarification. The changes I made in Materials.cs is based on the changes found at line #68.

It looks like you've figured it all out now, so thanks!

The only thing I'd note is that on the subsequent commits you forgot to include the same URL to this forum thread as on the first; it's handy to always include a URL to a blueprint, bug, or forum thread with every commit.

View Postedwardk, on 05 February 2018 - 07:19 PM, said:

The second request you brought up should be fine. Turns out the only area that needed change was the helper area. Materials.cs is back to the way it was.

Thanks!

#18 User is offline   dforrest 

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Posted 17 October 2018 - 06:05 AM

I am looking in the OR manual for information on the modified seasonal/night/snow sub-folders which can be uaed, but can find nothing. Can anyone help me?

Thanks

#19 User is offline   edwardk 

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Posted 03 November 2018 - 02:41 PM

View Postdforrest, on 17 October 2018 - 06:05 AM, said:

I am looking in the OR manual for information on the modified seasonal/night/snow sub-folders which can be uaed, but can find nothing. Can anyone help me?

Thanks


This information is more than likely not in the manual, but I will look into adding this piece of information.

#20 User is offline   edwardk 

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Posted 03 November 2018 - 03:20 PM

Manual information was updated to reflect this.

#21 User is offline   dforrest 

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Posted 03 November 2018 - 05:26 PM

View Postedwardk, on 03 November 2018 - 03:20 PM, said:

Manual information was updated to reflect this.


Thank you.

#22 User is offline   dforrest 

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Posted 09 November 2018 - 02:48 PM

View Postedwardk, on 03 November 2018 - 03:20 PM, said:

Manual information was updated to reflect this.


Edward I have looked in the updated manual I downloaded today but cannot find it. Can you please help me locate the section?

#23 User is offline   dforrest 

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Posted 17 November 2018 - 05:26 AM

I still cannot find this information even in the latest version of the manual.

#24 User is offline   dforrest 

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Posted 18 November 2018 - 03:50 AM

I have found it! The manual reads:

Quote

15.3 Snow Textures with Night Textures

MSTS did not allow snow textures to be used with night textures. This meant having dark buildings when
running an activity at night when the weather is set to snow. It turns out that OR is able to run with
snow textures and night textures. To do this, you have to create the Night\ folder in the Textures\Snow\
directory and copy the needed textures into the Night\ folder. Doing this will allow night textures to be
visible when operating in snow at night. Keep in mind that the current night textures such as buildings
do not include snow so new textures will have to be created.

One warning, if you decide to do this, there is a possibility of experiencing resource issues.


MSTS uses the Textures/Night textures when running in snow at night. In my opinion this is basically correct. When running in snow at night, for example, you certainly do not want to see bright, snow-covered trees. You do see any lit building windows which are included in the Textures/Night folder textures. Are we saying that in OR the Textures/Snow textures will be shown when running in snow at night if there in not a Textures/Snow/Night folder folder?

I have another question based on this. If a texture is not shown in the Textures/Snow/Night folder, which is in the Textures/Snow folder, when running in snow at night, does OR default to the Textures/Snow folder version for this texture, is it an error condition or is it something else?

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