TEXTURE XML PROPERTIES

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. The information on this page is provided solely for reference.

This file is formatted as follows:

<BitmapConfiguration>
    <BitmapSlot>
        <!-- TEXTURE SLOT HERE -->
    </BitmapSlot>
    <UserFlags Type="_DEFAULT">
        <!-- FLAGS HERE -->
    </UserFlags>
    <ForceNoAlpha>
        <!-- ALPHA TOGGLE -->
    </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:

  1. <BitmapSlot>
  2. <UserFlags>
  3. <ForceNoAlpha>

 

 

<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 String Plugin 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_AO ParallaxWindow - Behind Glass Color (RGB) Alpha (A)
MTL_BITMAP_ADD_NORMAL

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

MTL_BITMAP_ALPHABLENDMASK Tree / Vegetation- Foliage Mask(R) Translucency (G) WindMask(B)
MTL_BITMAP_ANISO_DIR_ROUGH Anisotropic - 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_CLEARCOATCOLORROUGHNESS Clearcoat - Clearcoat Colour (RGB) ClearCoat Roughness (A)
MTL_BITMAP_CLEARCOATNORMAL Clearcoat - 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_DETAIL Standard, 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_DIRTOVERLAY Tire - Wear Albedo (RGB) Mask (A)
MTL_BITMAP_DIRTOVERLAY_METAL_ROUGH_AO Tire - 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_IRIDESCENTTHICKNESS Windshield - 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_OCCLUSION Standard, Decal, PortHole, Glass, FakeTerrain, Ghost, Sail, Propeller, Windflex - Occlusion (UV2 / UVMap2)
MTL_BITMAP_SCRATCHESNORMAL Windshield - Scratches Normal
MTL_BITMAP_TIREDETAILS Tire - Tire Details: Mud (R), Dust (G)
MTL_BITMAP_TIREMUDNORMAL Tire - Tire Mud Normal
MTL_BITMAP_WINDSHIELDDETAILNORMAL Windshield - Detail Normal (Use DetailMap UV)
MTL_BITMAP_WINDSHIELDINSECTS Windshield - Insects Albedo (RGBA)
MTL_BITMAP_WINDSHIELDINSECTSMASK Windshield - Insects Mask (A)
MTL_BITMAP_WIPERMASK Windshield - 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:

 

Attribute Description Type Required
type The type of FLAGS. This must be "_DEFAULT" String Yes

 

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:

 

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

 

 

<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".