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  #1  
Old 27 Apr 2012, 15:19
Lukas Lukas is offline
  switzerland
Join Date: Sep 2011
Posts: 7
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  
Old 27 Apr 2012, 15:26
bob5568 bob5568 is online now
 
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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  
Old 27 Apr 2012, 17:12
Tejal Bernardo Tejal Bernardo is online now
  spain
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Could be anthing, always is good to check the objects with modelconvertex, there you can see if something goes wrong.
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  #4  
Old 27 Apr 2012, 18:47
Lukas Lukas is offline
  switzerland
Join Date: Sep 2011
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Quote:
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.
I don't know exactly what you mean, but I tried it with differents textures. One has a size of 1024*1024, the other two are 2048*2048.

Quote:
Could be anthing, always is good to check the objects with modelconvertex, there you can see if something goes wrong.
The modelconverterx says that my object has no texture. And now I have a suspicion why I have this problem. It is, I think, at my procedure. I think I leave out a step:
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  
Old 30 Apr 2012, 11:34
Tejal Bernardo Tejal Bernardo is online now
  spain
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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 .
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Last edited by Tejal Bernardo; 30 Apr 2012 at 11:40.
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  #6  
Old 30 Apr 2012, 15:08
Lukas Lukas is offline
  switzerland
Join Date: Sep 2011
Posts: 7
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  
Old 30 Apr 2012, 15:13
tgibson tgibson is online now
  us-california
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What format is the texture you are placing into the FSX folders?
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  #8  
Old 30 Apr 2012, 16:08
Lukas Lukas is offline
  switzerland
Join Date: Sep 2011
Posts: 7
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  
Old 30 Apr 2012, 16:20
Tejal Bernardo Tejal Bernardo is online now
  spain
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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.
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  #10  
Old 30 Apr 2012, 16:57
bob5568 bob5568 is online now
 
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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  
Old 30 Apr 2012, 19:30
n4gix n4gix is offline
  unitedstates
Location: Hammond, Indiana
Join Date: Sep 2006
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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.
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