<texture>.lbl

This file is used to to define all the textures in a texture library which can then be used under the circumstances defined by the associated labels to dynamically modify the material of a SimObject. In the Livery XML file, you can create a dynamic texture and then pass in a series of key / value labels which are used to find a specific texture to match the circumstances of the flight the livery is being used in. The found texture will then substitute the texture of the material referenced in the XML file.

NOTE: The name of the file is not important as all *.lbl files are parsed when looking for a texture.

 

Before listing the different keys that the LBL file requires, here is an example showing a single texture definition which can be used for reference when setting up your own:

{
    "LabeledTextures": [
        {
            "Name": "firefighting",
            "TexturePath": "TextureLibs\AdaptiveImages\firefighting.png",
            "Labels": [
            {
                "Key": "Category",
                "Values":["Logo"]
            },
            {
                "Key": "Activity",
                "Values":["FIR"]
            }
            ]
        }
    ]
}

 

 

"LabeledTextures"

This is the top level key of the <texture>.lbl file, and must be included otherwise the file will be invalid. The value for this element is an array, where each object in the array is a single texture definition containing the "Name", "TexturePath", and "Lables" keys. There should be one texture object for each texture contained in the TextureLib.

 

 

"Name"

This key expects a single value, which is a string defining the name of the texture. This name is purely orientative and is not used in the simulation. It is simply to help clearly identify each texture image within the file.

 

 

"TexturePath"

This key expects a path to the texture starting from the root "TextureLibs" folder. This folder should be created as a TextureLib asset group in the package which will reference the textures it contains.

 

 

"Labels"

This key expects an array of 1 or more objects, where each object is a "key" and "value" pair. Label keys are used to further filter the list of textures available such that only one is possible under any given situation.

 

 

"Key"

This key is used to define a key parameter to be used as a filter to find the correct texture to use.

 

 

"Value"

This is an array of values that accompany the given key to generate the filter used to find the correct livery to use.