• 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.

Gmax/FSX UVW Problem

Messages
2
Hi guys!

I just started my own little project a few weeks ago. Evereything seems to work fine, animating, exporting testing. Gives a cool feeling to fly in my own plane.

BUT: yesterday I started up creating the first textures and painted a little plate using the unwrap-uvw. I created an fsx material and only set the diffuse bitmap.

this is how it looks in gmax:
ScreenShot006.jpg


So, I exported the model and loaded it up in fsx. This is, what came out:
ScreenShot007.jpg


I checked the .dds-file. Evereything's ok, there. So it seems like the UVW-Coordinates getting turned by 180 and then mirrored, because this is exactly, what you would see then.
Has anyone ever experienced this problem? Or found a solution for it?
Did I forget to check something in the materials?

regards, stefan
 
I assume you're using DDS for your texture format in FSX? If so, you might want to have a look at how you're creating those DDS files from your base texture. DDS files are pre-flipped vertically, something that ImageTool does for you automatically when you create a DDS file. If you're using another method - like the Photoshop DDS creator plug-in - you'll have to manually flip your textures.
 
Thanks!
that means my .psd textures are flipped, when I convert them to .dds? Because, when I open the .dds texture, it looks correct and un-flipped in Photoshop and Dxtbmp.

That would finally mean , I'd have to create each texture 2 times, one normal to be exported and one flipped for unwrap UVW'ing, correct?
Why isn't that stated anywhere in the SDK? Or is there a special option in the NVIDIA export plugin, that I'd have to check?

sorry, but I'm a little confused about this :o

*EDIT*
Uh, oh, trying, not reading, that helps, lol.
Got it now. I'm using PS and the NVIDIA tool for exporting. So, I have to flip the textures, before I convert them to .DDS
Thanks alot for that input!
 
Last edited:
Now you got it! Use the normal .PSD file in GMax.

To prepare the bitmaps for use in FSX, "flip vertical," then Export as DDS/DXT1 or DDS/DXT5 as desired. :D
 
Back
Top