# Texture XML Properties The `..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. {{< callout context="note" title="NOTE" icon="outline/bulb" >}} This file should not be added or edited manually. Instead the file should be created/edited using the [Texture Tool](../../models-and-textures/plugins/3ds-max-plugin/texture-tool/) in 3DS Max, or by checking the appropriate option in the [Blender Exporter](../../models-and-textures/plugins/blender-plugin/the-blender-exporter/#textures-1). The information on this page is provided solely for reference. {{< /callout >}} This file is formatted as follows: ``` xml ```     ### <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: 1. `` 2. `` 3. ``     ### <BitmapSlot> This is a sub-element of `` 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](../../models-and-textures/plugins/plugins/) materials:  
BitmapSlot StringPlugin Texture Slot
MTL_BITMAP_ADD_DECAL0

Standard, 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_NORMAL

Standard, 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_BLENDMASK

Standard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - BlendMask

Tire - Tire Mud Cutout

GeoDecal Blend Mask - GeometryDecal Blend Mask

MTL_BITMAP_CLEARCOATCOLORROUGHNESSClearcoat - Clearcoat Colour (RGB) ClearCoat Roughness (A)
MTL_BITMAP_CLEARCOATNORMALClearcoat - ClearCoat Normal
MTL_BITMAP_DECAL0

Standard, 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_AO

GeoDecalFrosted - 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_DETAILDIFFUSE

Standard, 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_DETAILNORMAL

Standard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Detail Normal

Windshield - 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_EMISSIVE

Standard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Emissive

Windshield - Secondary Details (RGBA)

ParallaxWindow - Emissive Ins Window (RGB) offset Time (A)

MTL_BITMAP_IRIDESCENTTHICKNESSWindshield - Iridescent Thickness (R)
MTL_BITMAP_METAL_ROUGH_AO

Standard, 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_NORMAL

Standard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Normal

ParallaxWindow - Normal (Front Glass Normal)

MTL_BITMAP_OCCLUSIONStandard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Occlusion (UV2)
MTL_BITMAP_SCRATCHESNORMALWindshield - Scratches Normal
MTL_BITMAP_TIREDETAILS Tire - 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 `` and is used to specify the FLAGS for the texture. This element has the following attribute:   {{< table-wrapper >}} | Attribute | Description | Type | Required | |-----------|-----------------------------------------------|--------|:--------:| | `type` | The type of FLAGS. This *must* be "\_DEFAULT" | String | Yes | {{< /table-wrapper >}}   Flags are added by concatenating strings using the "+" sign. Note that the string must also *start* with a "+", for example: ``` xml +QUALITYHIGH+ALPHAPRESERVATION+NOMIPMAPS+ANISOTROPIC=0 ```   The available FLAGS are:   {{< table-wrapper >}} | Flag | Compiler behavior | Sim behavior | Rendering side-effects | |-------------------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------|------------------------------------------------------------------------------------------------------| | QUALITYHIGH | Uses a higher compression quality, if applicable. Some texture usages already compile to the highest available quality (such as normal map textures). | N/A | Increased memory usage, slower rendering, less compression artifacts. | | ALPHAPRESERVATION | Computes 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/A | Sharper alpha masks. | | NOREDUCTION | N/A | Disables unloading MIP levels based on quality settings. | Increased memory usage and higher quality on lower graphics settings. | | NOMIPMAPS | N/A | Disables the use of mip-maps. | Increased memory usage and higher quality on lower graphics settings, but requires extra processing. | | PRECOMPUTEDINVAVG | Computes 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 | | ANISOTROPIC | Sets 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 | {{< /table-wrapper >}}     ### <ForceNoAlpha> This is a sub-element of `` and has no attributes. It is used to specify whether the texture should be be compressed from RGBA to RGB in the simulation. {{< callout context="caution" title="IMPORTANT!" icon="outline/alert-triangle" >}} 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. {{< /callout >}} For example: ``` xml true ``` Note that if this element is not included in the XML then the default setting is "false".