The <texture_filename>.<extension>.xml file goes in the Texture folder beside the other files for the object textures. This file is only required for Scenery Object and SimObj Object textures, and each texture requires an accompanying XML file.

NOTE

This file should not be added or edited manually. Instead the file should be created/edited using the Texture Tool in 3DS Max, or by checking the appropriate option in the Blender Exporter. The information on this page is provided solely for reference.

This file is formatted as follows:

<BitmapConfiguration>
    <BitmapSlot>
        
    </BitmapSlot>
    <UserFlags Type="_DEFAULT">
        
    </UserFlags>
    <ForceNoAlpha>
        
    </ForceNoAlpha>
</BitmapConfiguration>

<BitmapConfiguration>

This is a container element - with no attributes - for the following sub-elements that define the way the texture will be handled in the simulation:

<BitmapSlot>

This is a sub-element of <BitmapConfiguration> and has no attributes. It is used to specify what “slot” the texture occupies within the material shader. The table below gives the available values and their corresponding slot in the Plugins materials:

BitmapSlot StringPlugin Texture Slot
MTL_BITMAP_ADD_DECAL0Standard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Detail Color(RGB) Alpha(A)ParallaxWindow - Behind Glass Color (RGB) Alpha (A)
MTL_BITMAP_ADD_METAL_ROUGH_AOParallaxWindow - Behind Glass Color (RGB) Alpha (A)
MTL_BITMAP_ADD_NORMALStandard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Detail Normal
MTL_BITMAP_ALPHABLENDMASKTree / Vegetation- Foliage Mask(R) Translucency (G) WindMask(B)
MTL_BITMAP_ANISO_DIR_ROUGHAnisotropic - Anisotropic Direction (RG), RoughnessY (B)
MTL_BITMAP_BLENDMASKStandard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - BlendMaskTire - Tire Mud CutoutGeoDecal Blend Mask - GeometryDecal Blend Mask
MTL_BITMAP_CLEARCOATCOLORROUGHNESSClearcoat - Clearcoat Colour (RGB) ClearCoat Roughness (A)
MTL_BITMAP_CLEARCOATNORMALClearcoat - ClearCoat Normal
MTL_BITMAP_DECAL0Standard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Base Color (Albedo)ParallaxWindow - Base Color (Albedo) (Front Glass Color)
MTL_BITMAP_DETAILStandard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Detail Color(RGB) Alpha(A)
MTL_BITMAP_DETAIL_METAL_ROUGH_AOGeoDecalFrosted - Melt pattern(R) Roughness(G) Metallic(B)Standard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Detail Occlusion(R) Roughness(G) Metallic(B)Windshield - Detail Reflection (R), Detail Roughness (G), Detail Metallic (B)
MTL_BITMAP_DETAILDIFFUSEStandard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Detail Color(RGB) Alpha(A)Windshield - Details 1 (R), Icing Mask (G), Details 2 (B)
MTL_BITMAP_DETAILNORMALStandard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Detail NormalWindshield - Icing Normal (Use Detail UV Tiling)
MTL_BITMAP_DIRTOVERLAYTire - Wear Albedo (RGB) Mask (A)
MTL_BITMAP_DIRTOVERLAY_METAL_ROUGH_AOTire - Wear Occulusion(R), Roughness(G), Metallic(B), Intensity(A)
MTL_BITMAP_EMISSIVEStandard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - EmissiveWindshield - Secondary Details (RGBA)ParallaxWindow - Emissive Ins Window (RGB) offset Time (A)
MTL_BITMAP_IRIDESCENTTHICKNESSWindshield - Iridescent Thickness (R)
MTL_BITMAP_METAL_ROUGH_AOStandard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Occlusion(R) Roughness(G) Metallic(B)Windshield - Reflection (R), Roughness (G), Metallic (B)Anisotropic - Occlusion (R), Aniso RoughnessX (G), Metallic (B)Clearcoat - Occlusion(R), Clearcoat Roughness(G), Metallic(B)
MTL_BITMAP_NORMALStandard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - NormalParallaxWindow - Normal (Front Glass Normal)
MTL_BITMAP_OCCLUSIONStandard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Occlusion (UV2)
MTL_BITMAP_SCRATCHESNORMALWindshield - Scratches Normal
MTL_BITMAP_TIREDETAILSTire - Tire Details: Mud (R), Dust (G)
MTL_BITMAP_TIREMUDNORMALTire - Tire Mud Normal
MTL_BITMAP_WINDSHIELDDETAILNORMALWindshield - Detail Normal (Use DetailMap UV)
MTL_BITMAP_WINDSHIELDINSECTSWindshield - Insects Albedo (RGBA)
MTL_BITMAP_WINDSHIELDINSECTSMASKWindshield - Insects Mask (A)
MTL_BITMAP_WIPERMASKWindshield - Wiper Mask (RGBA)

<UserFlags>

This is a sub-element of <BitmapConfiguration> and is used to specify the FLAGS for the texture. This element has the following attribute:

AttributeDescriptionTypeRequired
typeThe type of FLAGS. This must be “_DEFAULT”StringYes

Flags are added by concatenating strings using the “+” sign. Note that the string must also start with a “+”, for example:

<UserFlags Type="_DEFAULT">
    +QUALITYHIGH+ALPHAPRESERVATION+NOMIPMAPS+ANISOTROPIC=0
</UserFlags>

The available FLAGS are:

FlagCompiler behaviorSim behaviorRendering side-effects
QUALITYHIGHUses a higher compression quality, if applicable. Some texture usages already compile to the highest available quality (such as normal map textures).N/AIncreased memory usage, slower rendering, less compression artifacts.
ALPHAPRESERVATIONComputes mipmaps in a way such that the ratio of transparent/opaque pixels is maintained. This is important for textures that act as alpha masks, to prevent averaging the opacity between neighbouring pixels.N/ASharper alpha masks.
NOREDUCTIONN/ADisables unloading MIP levels based on quality settings.Increased memory usage and higher quality on lower graphics settings.
NOMIPMAPSN/ADisables the use of mip-maps.Increased memory usage and higher quality on lower graphics settings, but requires extra processing.
PRECOMPUTEDINVAVGComputes the inverse average of the texture, per mipmap, and stores it with the texture.Allows the simulation to read the inverse average color per MIP. Used for setting the ground texture colour of certain elements (for example, the aprons in an airport).N/A
ANISOTROPICSets the anisotropic level for the texture. This must always be last in the concatenated string and is followed by an “=” sign and the level.Sets the anisotropic level for the texture.N/A

<ForceNoAlpha>

This is a sub-element of <BitmapConfiguration> and has no attributes. It is used to specify whether the texture should be be compressed from RGBA to RGB in the simulation.

IMPORTANT!

This should never be added or edited manually and will be added as necessary by the multi-exporter. The information here is for reference only.

For example:

<ForceNoAlpha>
    true
</ForceNoAlpha>

Note that if this element is not included in the XML then the default setting is “false”.

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