msfs-2024 Hello. I’m trying to figure out how to open (for editing) one of these new KTX2 texture files, which is listed as supercompression scheme 65536. NVIDIA Texture Tools Exporter can’t open them and displays an error message, similar to Photoshop’s use of the NVIDIA plugin. I can’t find any information about this new format anywhere. If someone can help, thank you very much!
Check this: MSFS24 - Converting ktx2 textures | FSDeveloper
Mathijs Kok
PMDG
@TheFalconOne that throws the same error. Did Asobo change the compression scheme with SU4?
I would have no idea. I think the (very good) forums at FSDeveloper would be the best place to get answers.
Mathijs
Thanks, but The batch file indicated on the page you’re referring, use the NVidia Texture tools, so the problem is the same.
I’ve noticed this new version of the textures since SU3 on some aircraft.
I can relate. The new 65536 scheme is not known by ktx2-tools available for us. Any help is appreciated.
I get the same (KTX reader does not know about 65536 supercompression scheme) error reported when trying to convert ktx2 to png using NVidia texture tools. I would love to know if there is a fix for this.
After spending about 4 hours and failing with every 3rd party tool, I found a working solution to extract textures that produce this error. Follow these steps:
- Launch sim
- Enable developer tools
- Go to Tools > Virtual file system > VFS Projector
- Copy path in text box, launch Powershell as Admin and paste the path there, press enter to run.
- Once done, in VFS Tool/VFS Projector click “Start”, then click “Open in explorer”. This will open a window that will allow to navigate via virtual projection of all sim assets.
- Navigate to simobjects and find appropriate folder, such as airplanes.
- Find airplane you need and navigate to texture folder.
- In texture folder, you’ll find all plane’s ktx2 files (the size will say “1 kb” for all files).
- Copy the KTX2 files you need to some actual folder where you will be working with them.
The files you copied you will be able to open in Nvidia texture tools and any other 3rd party KTX2 editor.
Thank you very much! Works well! Fine & great!
It doesn’t work fpr me. The .png file is something that looks like a mintgreen spot.
Have you any idea for me?
Not sure what you are talking about. If you are talking about saving PNG as KTX2, it’s a different topic. Standard KTX2 will not load properly in MSFS, you must use SDK to save in proper format.
Hi ym148a! Thanks for your answer. Sorry, that i’m not detailed enough. So, here i am:
- i like to create a custom livery of the Asobo H125 (just with my logo/brand)
- i’ve done every step, exactly how you explained (thanks for that)
- At step 9, the Nvidia texture tools can’t do anything usefull with the KTX2 input-file (result is just a green square).
Within other articles in the web i red, that the Nvidia tool can’t extract KTX2 after SU3.
So, do you know some other tools, that can do this job?
Have a great day
Peter
Apologize for late reply. What is the exact name of the file you are trying to open? Specifically, is this the albedo texture file? Just curious if you accidentally opened composite texture file instead (one that stores data about ambient occlusion, roughness and metallic property). You only need to edit albedo files, which have information about colors.
If you see a green square, it means Nvidia tool was able to open it (because if it doesn’t know the format, it will just show error message).
Thank you again! I’l try to tell what i do step by step.
- withinVFS i choose this folder C:\Users\Peter\AppData\Local\Packages\Microsoft.Limitless_8wekyb3d8bbwe\LocalState\VFSProjection\simobjects\airplanes\asobo_h125\liveries\Asobo\official_static_01\texture
- thne i copied the .ktx2 files paintflakes_comp.png.ktx2 and paintflakes_lod_comp.png.ktx2 to a local folder (and accept “no encryption”)
- i started the “NVIDIA Texture Tools Exporter 2024.1.1” and copied paintflakes_comp.png.ktx2 via drag-and-drop .
- The result was a mint-green square
So, maybe i’m too stupid ![]()
This answers the question. “_comp” at the end of the file means it’s a composite texture. Composite texture is not for colours. Instead, it defines surface properties. Red channel defines ambient occlusion (light and shadows), green channel defines roughness (how rough is the surface) and blue channel defines metalness (how metallic the surface looks).
You don’t need to touch _comp texture, unless you want to change properties of material (which is rarely the case if you are creating liveries). What you need to modify is textures that end with “_albd”. Those are albedo textures that define visible colours of the surface.
I suggest you to read how PBR textures work.
Hi ym148a
Thanks a lot for your answer and for your suggestion. I red, how PBR textures work (but i don’t understand fully the “mechanichs”). But i think i’m on the right way now.