Take the BLACKTHORN BERRIES and BLACKTHORN TWIG (F). Take the BELT (Y), place the CANNONBALL (Z) and LEVER (A).
Thus, the players can increase their rank rapidly. Catching a greater number of rare Pokemons will certainly enhance the progress of your game. That’s why, higher the number of balls, the more will be the chances of catching the rare Pokemons. And for bugs the library is sometimes a black box where you can’t look into.įor MCX I have been meandering between these approaches for quite a while already. It’s often quicker to use a library, but glueing all kind of libraries can result in a messy architecture of the tool as well. When using a third party library the arguments are kind of reversed. And when there are bugs in a functionality they are often easier to solve. But on the other hand it gives you more flexibility to implement it the way your tool needs it. When coding something yourself you possibly reinvent a wheel that somebody else already did. Both approaches have their pros and cons of course. When developing my tools I often have to choose between implenting a functionality myself or using a third party library that provides it. In ModelConverterX, MSFS, Tools, X-Plane | Leave a comment DIY or not? In the texture settings there are a few new options that influence this selection as well.įrom the testing I have done the new DDS export seems to work just as well as ImageTool, but if you find any texture that has issues when exporting, just let me know in the forum. So I have implemented my own exporter now for DXT compressed textures.īased on the preferred FS version and the characteristics of the alpha channel of the texture MCX will automatically select if it uses DXT1, DXT3 or DXT5 compression for the textures. For people with only MSFS or X-Plane installed this dependency on the FSX/P3D SDK did not make sense. The second change in the latest development release is that DDS and DXT BMP textures are no longer generated using the ImageTool tool from the FSX/P3D SDK. Because if you want to ensure that mipmaps can be generated the size has to be a power of two.ĭDS and DXT BMP generation without ImageTool The fact that MSFS has the requirement that the texture size is a multiple of four, does also imply that MSFS does not use mipmaps when compressing the textures. Any other preferred sim will give the previous behaviour of resizing to a power of two. If you set the preferred version to MSFS in the options the default behaviour is to resize to a multiple of four. The material editor has been updated so that it can perform both actions now. FSX and Prepar3D have the more strict requirement that the size should be a power of two. This is the requirement that MSFS has for the textures. The first is that MCX now also supports resizing textures so that their size is a multiple of four. The latest development release contains two texture related changes. Manufacturers used record label subsidiaries like Toshiba EMI and Victor to funnel money towards OVA production it was vertical integration supporting the strategy of selling hardware by providing software. |
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