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Joseph Brown wrote: Check the documentation of your add-on to know which textures you added in FS98 and must be ported over to FS2004... The documentation doesn't offer much of help since this file is part of an entire scenery area. If I won't find a way for FS2004 to generate generic textures within this airport perimeter, what I'll end up doing, is probably copy the all FS98 texture files into the FS2004 texture directory and cross my fingers for any conflicts or incompatibility issues. Judging by what Tom Gibson said about 2004 not being able to handle R8 files then the textures you are seeing when down at ground level have to be the 2004 textures. Up in the air, you probably see the white splodge because the 98 scenery is interefering with the display of the terrain mesh. Converting textures to BMP format won't do any good because bgl code calls texture files by name and expects the R8 extension by default. Where custom texture file extensions have been used, the scenery maker would have had to specify the texture name and extension when they wrote the code. Therefore it won't find its textures if you've changed their extension names. There are some subtle differences about the file format of R8 compared to BMP (possibly in the header information) which means that BMPs cannot be displayed properly by the old bgl code. MS have freed themselves from the restrictions of "Bruce's Graphic Language" (Bruce Artwick) and opened up new possibilities for whoever can write the next freeware scenery compiler but, at the same time, they've closed us all off from the massive libraries of 3rd party scenery created to date. The FS team at MS can't be expected to map the entire world in infinit detail and they never had to - up to now there's been a small army of helpers producing detailed sceneries based on genuine local knowlede. Unfortunately, they've now been put out of action.... Your current airport file might be okay as a stop-gap but it would be better to wait until 3rd party scenery makers work out how to build new airports for FS2004. What I'm intrigued by is that there are a number of airports which are not as flat as a billiard table - runways that slope from one end to another, or can be somewhat dish shaped in profile. There's going to be a whole extra level of sophistication required, to simulate that, so we might only be able to expect a slow trickle of stuff at first. Let's see. -- regards, Mark |
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