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Gmax Is Not exporting My Textures

Messages
1,268
Well, I have my model exported and placed in FSX at the location specified in the xml. But there are no textures on the model. Following Arno's tutorial "How to Make a Simple Building," Arno stated that the Gmax exporter would export all the textures and I do not have to worry with that. But it's not exporting the textures. Yes, the textures have been applied to the model in Gamx. There's still something wrong. I also checked in the texture fold of the FSX Gamepack and it's not there. The model shows in the sim but it's not textured. Why? Is there something I need to do? Arno did not mentioned anything regarding exporting the textures other than the Gmax exporter exports the textures automatically.

Ken.

 
As far as I'm aware GMAX doesn't export textures.


That is not correct. Gmax has exported many of my models with textures. If you have the FSX GamePack, when you export the model, you will get a default menu, that is checked, that says "Use dds files," use.BMP extension, and another box, which is checked, that says Export FS10 Materials." There is also another box, that says copy Texture Bitmaps, but that one is not checked by default. So Gmax does export materials and textures. In the video, Arno stated that the Gmax Gamepack will export the textures automatically. I don't know if I need to take other steps but Arno never showed any other steps to take. For one thing, the audio is extremely way too low.

Ken.
 
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Will someone, that knows Gmax, explain to me why my textures are not being exported. I'm using 24 bit bmps and exporting ground textures. Under Model Export in the Model Export Options box, "Export FS10 Materials" is checked. And under Texture Options, "Process Textures" is checked, "Use BMP extension" is checked, and "Use DDS Files" is checked. I don't understand why no textures are being exported, and why the texture files are not being exported, even though the boxes are checked. It only exports the mdl file. But there should be textures also since these boxes are checked. I don't understand that. And Arno said that the exporter would export the textures automatically. I've googled and searched all around and still cannot figure this out. Will someone that knows Gmax very well explain why my textures are not being exported or why there are no texture files. Oh by the way, let me mention one thing because this is important. so that there's no confusion. My flat ground texture that was imported is being exported. It's the added textures that I Unwrapped UVW that is not being exported. Some of you may recall a few years ago that I've worked on a project where I needed to make changes to the gate numbers that are painted on the tarmac. This was the KDFW airport scenery by FSDT. They got it all wrong and I'm trying to correct them. It was wrong from the beginning. Gate C32, for example is not gate C32. It is gate C39. What I'm trying to do is make these corrections so that they terminal parking area will be correct. Apparently, there is something that I'm not doing right when making these changes in Gmax. I hope this explains what I'm trying to do.

Ken.
 
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"Materials" are not "textures." Coloring polygons is adding a number, 000000 being pure black. Textures are another file entirely and each polygon of every model has to have 3 coordinates, UVW, that describe to any software encountering this model, what the texture is, where the texture is, what part of it goes onto each polygon, etc.

It has been a long, long time since I used Gmax. I know that it will export colored polygons, it likely will export textured polygons, but why you would need to export the same textures you had to import to texture those polygons is not clear. Simply point your model to the same textures it is already using! Gmax does not create textures, nor does it modify textures, so there would be no reason to export them either.

You know MCX will do all this work for us as well correct? Import your model into MCX, navigate to the texture file, assign it and if you already mapped the texture in Gmax, that mapping is stored in the model. If you import your texture into MCX that has a model loaded that you textured in Gmax, the texture in MCX will conform to the Gmax mapping and you can resolve your path issues from there.
 
"Materials" are not "textures." Coloring polygons is adding a number, 000000 being pure black. Textures are another file entirely and each polygon of every model has to have 3 coordinates, UVW, that describe to any software encountering this model, what the texture is, where the texture is, what part of it goes onto each polygon, etc.

It has been a long, long time since I used Gmax. I know that it will export colored polygons, it likely will export textured polygons, but why you would need to export the same textures you had to import to texture those polygons is not clear. Simply point your model to the same textures it is already using! Gmax does not create textures, nor does it modify textures, so there would be no reason to export them either.

You know MCX will do all this work for us as well correct? Import your model into MCX, navigate to the texture file, assign it and if you already mapped the texture in Gmax, that mapping is stored in the model. If you import your texture into MCX that has a model loaded that you textured in Gmax, the texture in MCX will conform to the Gmax mapping and you can resolve your path issues from there.

Hi Rick,

I don't think you understand what I'm trying to do. I guess the best way to explain all of this is to attach images that show the steps I'm doing in Gmax. So let me explain the steps in more detail. To begin with, here's an example of the model at Dallas Fort Worth International Airport:

kdfw_1.jpg


This is an MDL file but since Gamx will not import the MDL, I converted it to 3DS in MCX.

Here's a close up view of the C Concourse:


kdfw_2.jpg


Where it says C32, C31, C30, and C29 are wrong. It should be C39, C37, C36 and C35. But there are many more parking spots that are wrong. I believe these parking numbers are layered over the model, and that's where I'm having problems. I cannot get them to show after I export them from Gmax. In order to make these changes, I use the texture that's used for this scenery:


KDFW_det10.png



The background portion of the texture is transparent but for some reason after it's imported into Gmax, it's opaqe. It's as though the alpha channel was removed. The only portion that is not transparent are the letters, numbers, and the lines. The format I used is PNG, and that should make the background transparent since the original file is transparent.

Here's an image after I first import the model file into Gmax:


kdfw_3.jpg



Notice at the top left, which is the Top viewport, this will be the viewport I will use to mark the location of the parking spot. But first, I need to map the model that is in the Perspective View, which is now set to Top view. I first click the Material Editor icon and click New. In the New Materials box that pops up, I click FlightSimX and click OK. Remember, I'm using the FSX Gmax gamepack. I usually set the Specular to black. In the Material Editor, I click Maps. Next to Diffuse Color, I click None. The Material Navigator pops up. I double click the bitmap icon and select the 4 textures that will make up the ground images in the Perspective Viewport. Here's what it looks like now:


kdfw_4.jpg



In both the Top and Perspective Viewports in the image below, I now have the parking area zoomed in, which is gate C32.


kdfw_5.jpg



In the Perspective Viewport, the textures do not show up but if I select the portion of the model where the letters and the numbers go and raise them 1 meter in the Z axes, they show up. When it's set it to 0 meters, the textures will not show up. I'm not sure if I'm doing this correctly but this is the only way I know. For the time being, I'm going to leave the selected portion at 1 meter above the ground so that you can see what's happening. As I've said, if I set it to 0 meters, you will not be able to see the ground textures.

Now I need to import the ground marking texture. I open the Material Editor and open the transparent texture shown above so that they show up in the Perspective Viewport:


kdfw_6.jpg



Notice in the Perspective View, you can now see gate C32 and C31 on the ground. Now using the Modify Tab, I select the Polygon icon, hold the Ctrl key and click on the 3 squares that are shown in the Top Viewport at the top left. They are now highlighted in red.

I select the polygon icon and after clicking the 3 boxes highlighted in red, I go to the Modifyer List and click Unwrap UVW. I then click on the Edit button and a Edit UVW window pops up with 3 small white squares, representing what letters and numbers that are placed into those 3 red boxes. When I first click on the Edit Button, the white squares are placed at C32. By highlighting the verticies, I place the squares over the letter, or number that you want.

In the image below, I now placed the white box over the number 9 and now if you look at the Perspective Viewport, it show C39:


kdfw_7.jpg



I then collapse the changes and repeat for the other ground textures. I then export the changes from Gmax as an MDL file. When I import the mdl file into MCX, the ground shows up but the letters and numbers for the parking spots do not show up, and that's the problem I've having. One thing I want to know is that are the ground markings that show the gate parking spot embedded into the model or are these layered over the model? Apparently, I'm not doing this correctly.

Ken.
 
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I am sorry Ken, I understand what you are trying to do. All you are doing above is "mapping" the existing textures to your object. You are not editing or changing the textures, you are finding items within the texture files and you are applying those items to your model mesh. Beyond this, you are using Gmax to edit FSDreamteam DFW. FSDreamteam applies sophisticated anti piracy to their products. It does not matter if you have purchased a license, that will not remove the very capable measures FSDreamteam applied using Couatl, to prevent pirates from doing exactly what you are doing.

I am not saying you are pirating, or that you are helping piracy. I am saying that because piracy exists, what you attempt is likely impossible, despite your technique, or whether you can export textures. Regardless, the texture issue is a non starter. You have not shown how Gmax should export textures but does not, all you have shown is how Gmax allows you to import textures, of course it does, how would you be able to map them, if it did not?

Please try to understand this situation very, very literally. Your texture is like a map of the world. You want have Switzerland right over your model mesh, but when you load the model into MCX, Zimbabwe is over your model mesh. No problem. Just pop them both into Gmax, dial the planet earth texture around a bit until Switzerland is now on your mesh, voila! Now save the model, this new version of the model has Switzerland mapped to it, instead of Zimbabwe.
 
All you are doing above is "mapping" the existing textures to your object.

Yes, I want everything to look the same, other than the gate numbers.


Regardless, the texture issue is a non starter.

I don't know what you mean by the texture issue being a non-starter.


You have not shown how Gmax should export textures but does not,

I'm not really sure how Gmax exports the textures. I'm thinking that the textures are imbedded into the model. Am I correct?

I've actually posted in the FSDT forum regarding the gates being in-correct. They told me to send them the correct gate numbers and they would correct them. I never did because the correct gates are already listed in their very own manual. It irritates me that they came out with a product where 90 percent of the parking gates are numbered wrong. This is the only reason why I'm trying to do this myself, and it's not for financial gain. I would never sell my modifications to anyone without permission.

Ken.
 
I'm not really sure how Gmax exports the textures. I'm thinking that the textures are imbedded into the model. Am I correct?
I have explained this very carefully. There is no "embedding." Models are just collections of information. Every point of the model mesh is a coordinate. Every place a texture is mapped is a coordinate. It is all just information and the textures never ever become a part of it. They are only mapped to it. In those coordinates. Just like a real map. So when you pull out a map and you say, "I want to see Switzerland, you move to the part of the map that has Switzerland and well, there is it." the same thing with your model. It uses a map of gate numbers. It does not embed the map, it does not change the map. You open Gmax and you move the gate map across the mesh until it has the number you want where you want it. Now save the model because that part is done. There is no exporting textures, you only imported them so you could reference the visual information that also had the coordinate information that got recorded into the model. This is what I mean that the texture issue is a non starter.

You already have the textures, because you had to find them to import them into Gmax. They never changed in Gmax. You don't need to export those, use the same exact ones you previously imported.

I've actually posted in the FSDT forum regarding the gates being in-correct. They told me to send them the correct gate numbers and they would correct them. I never did because the correct gates are already listed in their very own manual. It irritates me that they came out with a product where 90 percent of the parking gates are numbered wrong.
I am sorry Ken, but you do not have the right to take FSDT work personally. That it irritates you amounts to a temper tantrum. They make scenery for flight simulation and it works really, really well. You are not simulating flight, you are watching to see which AI airplanes sit at which gates! It actual fact, it is not possible to get AI to go to any specific gate, because of limitations in the MSFS AI traffic system, so from their perspective, there's really no point, I would guess. Despite all of this, they still offer to accomodate you. Yet your response is to blow them off because of some manual. You made the situation happen over which you declare you discontent.

You took my comment that the scenery software may not allow you to do this, no matter how carefully you proceed and did not consider it at that. You replied from the perspective that this is an issue between you and FSDT. That is irrelevant. The job at hand is to get you understanding that Gmax does not need to export textures. That whatever process you are developing by using Gmax to remap the textures has completed successfully. You can now take the same textures you imported into Gmax, along with your new model mesh that Gmax edited for you and process that to get your gate numbers, if it works.

The reason it might not work is that Couatl must run for the scenery to show in sim. Couatl likely does a basic integrity check, makes sure all the files are original and unedited, it's a security, ie anti piracy program. Any edited files which would include your new model mesh file will get rejected.
 
He’s using FSX, not MSFS.

I don’t know what to tell you, but my GMAX has never exported textures. Since this object was previously textured and you did not change any of those textures (only changed the mapping of those textures), all you need to do is place the original textures into the texture subfolder next to where this object’s BGL file is located.

24 bit BMP textures cannot be read by FSX and thus you must use the original textures within FSX. You will have two separate sets of textures, one for GMAX and one for FSX.
 
I have explained this very carefully. There is no "embedding."

You may think you have explained this but your choice of words did not explained it in a way that was understandable. You did not explained it in a way that I understand until now. You did not used the exact words, "there is no embedding."

You open Gmax and you move the gate map across the mesh until it has the number you want where you want it. Now save the model because that part is done.

I've done that but the numbers, C39, doesn't show up in MCX nor in the sim.


There is no exporting textures, you only imported them so you could reference the visual information that also had the coordinate information that got recorded into the model.

If there are no textures to export from Gmax, how would there be any textures in the model after it's exported? And if textures are not exported, why do I see the textures in the model in MCX? And In the FSX GamePack, there is a Flight Simulator Model Export Options. Why would there be an option to select how the textures are exported?

Model Export:
Export FS10 Materials

Texture Options

Process Textures
Use .BMP extension
Copy Texture Bitmaps
Verify Texture Bitmaps
Use DDS Files

Process Textures is checked by default. How does it process textures if there are no textures to process?

I am sorry Ken, but you do not have the right to take FSDT work personally.

Where do you get that I do not have the right to take it personally? I am not doing anything wrong by my feelings with FSDT, and yes I have every right. If you purchased something and you find something wrong with it, you would be irritated as well.

That it irritates you amounts to a temper tantrum.

NO! That does not amount to a temper tantrum and I don't like being portrayed as a temper tantrum, giving others the impression of my character that I am a temper tantrum. People have the right to express their feelings about a product, and there is nothing wrong with that. Yes, I was irritated about the fact that FSDT did not number the parking spots correctly but that does not make me a temper tantrum. It seems strange why they got the parking spots wrong in the first place. When I do a flight that requires me to park at gate C39, C37, C36, C35 or C33, it's frustrating not to see that in the scenery and I want to see that in the scenery. I paid for it and expected it to be right.

They make scenery for flight simulation and it works really, really well.

I know FSDT makes scenery for flight simulators and work well. I wouldn't have purchased a bunch of them if they didn't.


You are not simulating flight, you are watching to see which AI airplanes sit at which gates! It actual fact, it is not possible to get AI to go to any specific gate, because of limitations in the MSFS AI traffic system

I don't understand why you're discussing how AI airplanes sit at which gate and this is not related to what we're discussing. I am not using MSFS2020. I am using FSX.


Despite all of this, they still offer to accomodate you. Yet your response is to blow them off because of some manual. You made the situation happen over which you declare you discontent.

I need to set you straight here. I have not blown FSDT off because of some manual. And where do you get that I made the situation happen? I have not made any situation happen. Everything you said here about me is all false information and you're portraying me as the vilan against FSDT and I'm just making trouble. I am not holding a gruge against FSDT for the parking spots being wrong. I have always liked their products, other than the Dallas one.

You took my comment that the scenery software may not allow you to do this, no matter how carefully you proceed and did not consider it at that. You replied from the perspective that this is an issue between you and FSDT. That is irrelevant.

Again, you're not making any clearity here as to what you're talking about. Your grammar is not clear and you're using the wrong choice of words. The things you said about me is whats irrelevant.


The job at hand is to get you understanding that Gmax does not need to export textures.

I would understand it if it's explained in laymans terms that most people can understand.

That whatever process you are developing by using Gmax to remap the textures has completed successfully. You can now take the same textures you imported into Gmax, along with your new model mesh that Gmax edited for you and process that to get your gate numbers, if it works.

I've been saying over and over again that the NEW model that I edited in Gmax has not work, and none of the textures show up, including C39 when I import them into MCX. I've explained that several times. I appreciate that you're helping me out but the way you explain things are just not clear and does not explain things.

Ken.
 
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He’s using FSX, not MSFS.

I don’t know what to tell you, but my GMAX has never exported textures. Since this object was previously textured and you did not change any of those textures (only changed the mapping of those textures), all you need to do is place the original textures into the texture subfolder next to where this object’s BGL file is located.

24 bit BMP textures cannot be read by FSX and thus you must use the original textures within FSX. You will have two separate sets of textures, one for GMAX and one for FSX.

Hi Tom,

Thanks so much for explaining this. I did not realize that 24 bit textures could not be read by FSX. But I've always thought that when you import bmps into Gmax, they must be 24 bit textures. By the way, I may be wrong about how my Gmax exports the textures. I'm just not really sure yet. From what I understand, the textures are mapped to the model and when it's exported, the model contains the textures. Am I correct? This is whats confusing me. If you recall in the FSX GamePack, when one exports the model from Gmax, a Flight Simulator Model Export Options pops up. In that popup, you have a list of options and they are:

Model Export:
Export FS10 Materials

Texture Options

Process Textures
Use .BMP extension
Copy Texture Bitmaps
Verify Texture Bitmaps
Use DDS Files

Now if Gmax doesn't export textures, why would these options be in the Model Export popup? I've even selected "Use bitmap extensions, Copy Texture Bitmaps, Verify Texture Bitmaps, but I could never find them. From what I understand, by default, they would be placed in gmax, Gamepack for FSX, and textures, but I never find them there.

Thanks again for explaining these things. I wouldn't want to put out the wrong information about what Gmax does.
Ken.
 
If there are no textures to export from Gmax, how would there be any textures in the model after it's exported?
Because there are no textures in the model. No one told you there were textures in the model, it doesn't happen and I have told you how mapping works. You refuse to understand this basic fact that textures and models are two seperate pieces of software. They never ever combine. The model maps the texture and the render engine paints that mapping onto the rendered image of the model.
And if textures are not exported, why do I see the textures in the model in MCX?
Because MCX reads the mapping just like the render engine does.
NO! That does not amount to a temper tantrum and I don't like being portrayed as a temper tantrum, giving others the impression of my character that I am a temper tantrum. People have the right to express their feelings about a product, and there is nothing wrong with that. Yes, I was irritated about the fact that FSDT did not number the parking spots correctly but that does not make me a temper tantrum. It seems strange why they got the parking spots wrong in the first place. When I do a flight that requires me to park at gate C39, C37, C36, C35 or C33, it's frustrating not to see that in the scenery and I want to see that in the scenery. I paid for it and expected it to be right.
You do not have the right to express your feelings here. This website is not about you and it is not about feelings. No one made you buy that product, Ken. You made that decision, you have only yourself to blame. That you disrespect FSDT for trying to run a business, that despite your peculiar need to see gates in order, they agreed to correct it for you! It is one that you don't like the product, they agree to literally customize their product to one customers satisfaction and you are still dissatisfied and still bringing up at a site that is specifically about development.

I feel like this is less about gate C39 than other things I should be doing.
 
I fired up GMAX on my old PC, but it won't run under Windows11, so I'm unable to have a look at the export options. But here's the process I used to use with GMAX for FSX:

Apply a material to your object, in this case we are talking about a texture which exists somewhere accessible by GMAX in a format which GMAX can handle.

If required, set the UVW map so the texture appears correctly on your model. This is commonly done with Unwrap UVW or UVW Map.

Export your model using the FSX Gamepack exporter.

Here it gets a bit vague, because this will depend on how to create your BGL library or scenery file which includes your model. Ultimately you want to end up with a BGL file, whether you make this with MCX or something else, placed in a 'Scenery' folder inside the new scenery project folder you make for use in the simulator. Each scenery project folder should have a 'scenery' folder and a 'texture' folder inside it. We'll assume here that you have already created the library or Scenery bgl file.

Then, load the texture into a tool like ImageTool which comes with the Gamepack

Image | Set the format to DX1, DX3 or DX5 depending on your requirements -- probably DX5

Image | Create MipMaps

Save as DDS in the 'texture' folder for your Scenery project folder.

Note that you will end up with 2 image files for your texture, one is for use by GMAX and the other is for use by FSX. These are not interchangeable.
 
This will be the last time I'm going to replay to you because you have done nothing but started a thing between us and putting out outlandish comments. I may be deleting our disagreements and leaving the rest up. This post was not supposed to be about us and our disagreements.

You do not have the right to express your feelings here.

Who gave you the authority to say that I do not have a right to express myself! I don't know who you think you are but you don't have a thing to say about it. There was nothing wrong with what I said here about FSDTs product. You make it sound as though I commited a crime.

This website is not about you and it is not about feelings.

That is the most outlandish statement I've ever heard. This website is also not about you nor your outlandish comments about me and my character. I've never said that the website was about me or my feelings. What you are doing is expressing your feelings about me because I made a comment about FSDTs software, which is my right. In that comment, I've stated that the parking spots were wrong, and they are. Those are the facts and there was NOTHING wrong about that statement. You're suggesting that making that comment is a crime and I had no right to make that comment. You're suggesting that FSDT has all the rights and the people have no rights to make comments or complain about their product.


No one made you buy that product, Ken. You made that decision, you have only yourself to blame.

This is another outlandish comment which you're using as a pretext to prove your point. You're suggesting that when a person buys something and there's something wrong with the product, it's HIS fault that something is wrong with the product rather than blaming the person or the company that made it.

That you disrespect FSDT for trying to run a business,

You are the one that is being disrespectful. This post is also not about trying to run a business. You're suggesting that a businesses can do whatever they want, rather it's fair to the consumer or not and no one has a right to make a complaint or say anything about it. That is a violation of the Fair Consumer Act. Just because a company is private, that does not give them the right to violate the Fair Consumer Act in order to run a business. And I'm not suggesting that FSDT has violated the Fair Consumer Act, but these are the things you're suggesting it's okay for a company to do.


despite your peculiar need to see gates in order, they agreed to correct it for you!

They have NEVER corrected it! How do you know what they have agreed to do? Do you have ties or connections with FSDT? I've posted this issue on their website 10 to 15 years ago and they said they would make the corrects if I sent them the corrections. I've replied and explained that the correct parking spots are in their very own manual. Their scenery does not match what's in their manual. But they never made an update. I was NEVER rude about it and they did not appear to be rude to me. You are the one that has made all these negative remarks about me and FSDT. I felt that they were probably too busy working on other things so I would just try to correct them myself.


It is one that you don't like the product, they agree to literally customize their product to one customers satisfaction and you are still dissatisfied and still bringing up at a site that is specifically about development.

Now you are suggesting again that FSDT agreed to customize the scenery, for which they never did, and that I'm still dissatisfied with their product as though they have corrected it. You accuse me of bringing up all these things about FSDT but you are the very one that keeps bring it up. This post is supposed to be about development, not about us and your outlandish disinformation.


I feel like this is less about gate C39 than other things I should be doing.

That is all your fault. You are the one that started all of this and I'm just defending my character. I don't need anyone that puts out dsinformation about me or my character and telling me what rights I have.
 
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I fired up GMAX on my old PC, but it won't run under Windows11, so I'm unable to have a look at the export options. But here's the process I used to use with GMAX for FSX:

Apply a material to your object, in this case we are talking about a texture which exists somewhere accessible by GMAX in a format which GMAX can handle.

If required, set the UVW map so the texture appears correctly on your model. This is commonly done with Unwrap UVW or UVW Map.

Export your model using the FSX Gamepack exporter.

Here it gets a bit vague, because this will depend on how to create your BGL library or scenery file which includes your model. Ultimately you want to end up with a BGL file, whether you make this with MCX or something else, placed in a 'Scenery' folder inside the new scenery project folder you make for use in the simulator. Each scenery project folder should have a 'scenery' folder and a 'texture' folder inside it. We'll assume here that you have already created the library or Scenery bgl file.

Then, load the texture into a tool like ImageTool which comes with the Gamepack

Image | Set the format to DX1, DX3 or DX5 depending on your requirements -- probably DX5

Image | Create MipMaps

Save as DDS in the 'texture' folder for your Scenery project folder.

Note that you will end up with 2 image files for your texture, one is for use by GMAX and the other is for use by FSX. These are not interchangeable.

Hi toprob,

That sounds right. Regarding what I've said earlier about Gmax exporting textures may not be correct. From what I understand now, the textures are just mapped onto the model and when you export the model, it's exported with those textures. The thing that was confusing me is that when you export the mdl, you get a pop up screen with the following options:

Model Export:
Export FS10 Materials

Texture Options

Process Textures
Use .BMP extension
Copy Texture Bitmaps
Verify Texture Bitmaps
Use DDS Files

If I remember correctly, "Export FS10 Materials" and "Use DDS Files" are checked by default. When I export a model, I can never find the DDS files, and I assume they would be in C:\gmax\gamepacks\FSX_GmaxGamePack\textures. There's also a choice to check the boxes "Use .BMP extension" and "Copy Texture Bitmaps." When I check them and export them, I can never find them. Do you have a PC with Windows 10? It's strange why Gmax won't work in Windows 11. If that's the case, I won't install Windows 11 on my PC.

Ken.
 
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