by toprob » Wed Oct 24, 2007 12:32 pm
Well, I certainly spoke too soon. My initial testing was done with the final Acceleration beta, with only a cursory look at my current project using the RTM version. Unfortunately my current project doesn't include custom trees, so I didn't notice that all my trees are broken. This is a serious problem, although fixable. I have no idea how long it'll take to patch for this, but it will mean either changing the way I design my trees, or replacing them with 'default' trees.
What is the problem?
My trees, which I've always been rather proud of, as they 'complete' a number of my sceneries, are simply a single plane with a picture of a tree on it. The bits which don't make up the tree -- like the sky behind -- are masked out using the alpha channel, and the texture is saved in its simplest form -- DXT1, with a single-bit transparency. The tree model is then 'tweaked' to rotate to the user, so that it is always visible as you fly around it.
However, to tweak the code, I need to use the FS2004 gamepack, as you can't tweak FSX models. This worked with the FSX RTM, and SP1, but the DXT1 transparency of 'legacy' -- i.e. pre-FSX -- objects is now broken. To redo this in FSX, I can no longer rotate to the user, so I'll look at the normal FSX method of a couple of crossed planes, with a top plane stuck on as well. This gives nice trees if they are symetrical, but for my 'character' macrocarpa it isn't ideal.