• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

3DSMAX texturing problems

Messages
227
Country
germany
Hi!

I've been using GMAX now for a longer time with good results and switched to 3dsmax 2012 some time ago. Now I ran into problems that give me almost the fits.
I wanted to create a coconut tree log revetment (aircraft revetment) with some simple cylindrical objects for the logs and some other primitive parts.

The problem is, in 3dsmax the object looks great after texturing, but when checking the mdl in MCX the texture mapping is off. It seems like the texture map (1024) is 2048 in height. On the horizontal scale the position is OK, but on the vertical the positions are shifted downwards.
In the ivw-unrap editor everything seems fine.

Do I miss a step here? Must the size of a texture map be defined seperatly somewhere?

Cheers and sorry for bothering,
Mark
 
Hey Mark,

Are you applying a Plannar to the objects like you would in Gmax? If so, which type of Plannar? Cylinder type of flat, regular Plannar?
 
Hi,

thanks for the replies. The texture is 1024 square dxt5 with alphachannel (I set it up with photoshop / dxtbmp).
My workflow is

- uvw map cylinder wall as cylindrical object
- unrwap to adjust the texture vertices
- collapse the modifier stack.

I map the caps the ends of the cylinder seperatly.

I have to check if I am using the right material, but I'm not sure if that could cause the problem.

Cheers,
Mark
 
Mark,

If you are making this in Max, you need to use the FSX Material. Do you have the FSX Gamepack system working on Max?
 
Yes, p3d aces tools are installed, it worked like like a charm earlier and compiles.
I'm stumped. I'll check if I can find a good tutorial about 3dsmax texturing for p3d / fsx .
I must have done something right previously without knowing it.

I must admit that I shun the material complex in 3dsmax a bit, it's way more complicated than GMAX. But that attitude is of no use in the long run, of course.

Cheers,
Mark
 
Mark,

First, try this. Export and view in FS/P3 and see if the same scaling issue is going on. It 'might' be that MCX could be viewing it wrong? (Just a theory since this is not a plane and is a scenery object).

Also, clear the scale 'before' you attempt another export. It also sounds like this could be a scaling issue.

There should be no reason that this is exporting 'perfectly' and in-sim, its looking wrong. My thoughts are scale.

Do you know how to reset the scale on parts?



Bill
 
Thanks for your help! By clear the scale, do you mean reset xform? I tried that already.
I'll check the mdl in p3d!

Cheers,
Mark
 
OK. I checked it and MCX displayed it exactly like it is rendered in P3D. With the scaling error.

Here's how it shows (note the end caps which show a part of the texture map which is not where the uvw mappping sits, as well as the half green palm logs):

palm-log-revetment-error1.jpg



This is how it looks in 3dsmax:

palm-log-revetment-error2.jpg


This is the uvm mapping:

palm-log-revetment-error3.jpg



Cheers,
Mark
 
Might it be possible that you haven't flipped the texture vertically when saving it to DDS?

Kai
 
OMG. :o I'm ashamed and embarrassed, Kai is right. Why didn't I think of this.
I flipped it and all is fine!

Now I go and eat a huge humble pie, thanks for your help all,

Mark
 
Ach was, Hauptsache es funktioniert jetzt. :)

I think, I have tried every single method how to make a texture not to show up correctly in FSX. The best one was a 1024 x 1023 pixel texture. It took me like forever to figure that out.. :rolleyes:

Btw. The Nvidia plugin has a checkbox "flip texture vertically when saving" (or something like that). So you don't have to think about it when saving to dds.

Grüsse aus Finnland,
Kai
 
Btw. The Nvidia plugin has a checkbox "flip texture vertically when saving" (or something like that). So you don't have to think about it when saving to dds.
...which it (the nVidia DDS plugin) didn't used to have...

I had to replace my dev machine due to a sudden death of the primary hard drive. When I installed Photoshop CS, I quite naturally downloaded and installed the nVidia plugin...

I didn't notice the new "autoflip" option at first, so was completely thrown for a loop when suddenly every DDS file I saved was upside down (because I'd manually "flipped vertically" as I'd been doing for years...

...but even more puzzling to me was loading a DDS file and -again- manually flipping it vertically, making changes, then resaving it as DDS things kept going pear-shaped in the sim...

GAH! It took me nearly a full week to finally notice that new option, but by then I had created a real mess of one project's DDS files! :rotfl:
 

LOL, I can imagine that..

It was for me a bit similar. I think, it was when I changed from XP to Win7. But it was unchecked by default, so I didn't notice anything. I continued flipping and saving manually for a couple of month (or more than half a year) until I saw it and thought "Hmm, what is actually that one...?" :o

Kai
 
Funny, I've always saved my photoshop image as psd, and used ACES imagetool to convert to dds. It does the flip internally.
 
Everytime I use Dxtbmp to convert for any reason a texture I always forget the flip thing. fortunatly I know quickly where is the wrong part.
 
Another happy ending. Yayyy!


For future reference, to reset scale, select Hierarchy tab on right hand control panel, select Scale/Reset Scale near the bottom.



Bill
 
Back
Top