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| GMax and 3DS Max Use this forum to discuss your GMax and 3DS Max problems |
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#1
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Texture not shown
Good evening
I have a problem, which, I think, can be solved quickly. I have already used the search function, but without success. I work with 3DSMax and export the files using the SDK from Prepar3D, so they are available for FSX. The real problem is that the textures are not shown. The textures do not appear in FSX. The models all look like this: ![]() If I specify no texture, the models look like this: ![]() The following things I already tried: various File types various Materials (FlightSimX and Standard) I have these Problems since the reinstallation of all the programs. Thank you very much for your help Lukas |
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#2
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check the texture file, and please report the pixel size. textures must in sized in orders of 2^n power. Also double check to make sure the texture is located in the texture file associated with your bgl.
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#3
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Could be anthing, always is good to check the objects with modelconvertex, there you can see if something goes wrong.
__________________
Bernardo
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#4
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Quote:
Quote:
First, I export the models from 3DSMax using the SDK from Prepar3D. Then I compile it, as it is described in the wiki. Well, I think, here is my problem. Then I add the MDL directly into the ADF (in the Models List). I think, I have to do something different thant that. Thanks for the quick help so far and I hope you can help now too. Greetings Lukas EDIT: I now tried to convert the mdl with the library creator from here. Same result: The model is shown, but without a texture. Modelconverterx sees also no texture :/. EDIT 2: I've now also tested the model in 3DSMax itself (with "verify" in the Aces tools). Now here comes the following error message, I unfortunately don't understand:#("This model has no correctly named LODs!") Last edited by Lukas; 28 Apr 2012 at 06:48. |
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#5
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the last sentence I think is because you have not named the object, strange because you have placed the objects in Fsx, all this should be a little more easy, look for the textures, have you the textures ? look for the textures you used for the object and put them along with the model. in order to modelconvertex load the textures those must be converted to DDS textures (any tool can help you "imagetool, Dxtbmp, or the plugins for Phothosho"). if not MCX will not see the textures.
dont' mind about the last sentence always will say the same when you verify a model .
__________________
Bernardo
Last edited by Tejal Bernardo; 30 Apr 2012 at 11:40. |
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#6
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I have now checked the texture twice and they agree in name and appearance. I put all three file types with the model in a folder and tested with the MCX. Unfortunately, without success. Still, the texture is not shown.
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#7
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What format is the texture you are placing into the FSX folders?
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#8
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I have tested it with all three formats and none worked.
Would it help if I create an illustrated procedure, as I try to export and import the model? |
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#9
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Don't know how work P3D, are you working with the sdk tools from inside 3Ds max when exporting? I don't know what to say, yes of course you could explain step by step the procedure.
__________________
Bernardo
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#10
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I think it would be more helpful if you draw a tree of your file structure..show us that you have a scenery and texture file for your project, and that the .bgl is in the scenery, and the .dds is in the texture.
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#11
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In Max, you must create a new FSX Material, and click on the Diffuse Color slot to add your image (.bmp, .jpg, .png).
With your sign object selected, Click on the Apply button, then click the little blue/white checkered icon. Select the polys of your sign object, add a UVW Modifier, then add a UVW Unwrap modifier. Click on Edit to open the UVW Editor. Arrange the unwrapped vertices in the UVW Editor to correctly map your sign to the texture image. Verify that the sign is properly textured and displayed in Max's viewport! (very important step) After exporting from Max and compiling your new model file, flip your bitmap vertically, then Save As DXT/DDS5 format for use in FSX.
__________________
Bill Leaming 3d Modeler Max/GMax C & XML Gauge Programmer Eaglesoft Development Group http://eaglesoftdg.com Intel® Core™ i7-3770k 4.2GHz - Crucial 16GB DDR3 - Dual Radeon HD770 1GB DDR5 (Crossfire) - Eco II Watercooling - Win7 64bit Intel® Core™ i7-2600k 3.4GHz - Crucial 4GB DDR3 - NVIDIA GeForce GTX550Ti 1GB - Win7 64bit Intel® Core™ i7-860 2.8GHz - Crucial 8GB DDR3 - NVIDIA GeForce GTS240 1GB - Win8 64bit NOTE: Unless explicitly stated otherwise, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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| 3dsmax, fsx, object, problem, texture |
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