Thank you !
Just a little reminder of the variables for "Blocks" (in Orbiter's doc)
POS Centre of the block’s base rectangle (in local coordinates of the surface base). Note that the y-coordinate is the elevation above ground. Default: 0 0 0
SCALE Object size in the three coordinate axes. Default: 1 1 1
ROT Rotation around vertical axis (degrees). Default: 0
TEX1 Texture name and u,v scaling factors for walls along the x-axis. Default: none
TEX2 Texture name and u,v scaling factors for walls along the z-axis. Default: none
TEX3 Texture name and u,v scaling factors for roof. Default: none
For day and night textures, it works like this :
- for example your texture is called popo.dds (day texture)
- the night texture will be named popo_n.dds
Night textures are already "luminous". So you can change the colors, or use the same one : just rename to <name>_n.dds
And for texture size, depending on the visual result obtained in Orbiter.
Just try and see...
You can start with a 128x128 pixels texture.
if that's not enough, you try 256x256, then 512x512 and finally 1024x1024.
(Do not to exceed 1024x1024 because it will take a lot of resources system).
We will say that 2048x2048 is a maximum, often useless .....