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FSX gmax texturing blurry

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135
Country
germany
Hi,

I did use gmax to texture my 3DS max objects.
My textures are created with photoshop and are photo real.
But in gmax they are extrem blurry, nothing about photoreal to realize.
What can I do to get displayed the real quality of my textures in gmax and fsx?
I work with a resolution of 1024*1024 and its a .bmp


Further, sometimes my textures are displayed black in gmax, but after some trys they will displayed. That's normal?
 
Go to the Customize/Preferences/Viewports tab. Then in the lower right choose a Driver other than Heidi. I use OpenGL, but DirectX might work better for you. Sometimes one will crash GMAX - use the other one. Then set the Configure Driver window to use the largest texture sizes possible.

Hope this helps,
 
hmm, It was on Direct3D, after I did change it, my texture is only displayed gree with some white points.
Really creazy.....
 
Why not use 3DsMax to map the textures and create the materials?

Seems odd to revert to Gmax for this step, if you have 3DsMax already.
 
@hcornea

because it's impossible. Yes I can do it in 3ds max, but I working with 3ds max 2012.
There's no gamepack avaible to export to .mdl directly and if I convert to bgl or 3ds after I did create my material, my texture information/id etc. will not be transmitted. So if I import my file in model converter, my textures are disappeared and I can not add it again, because then they are displaced as soon as I try to add more then one texture to my object.

I don't know the reasons for it.
But if you have any idea to do it correctly with 3ds max, I am glad about every information:)
 
Impossible, eh?

Maybe you should try the Prepar3d SDK and updated exporter tools.

The newest version of the Max tools includes plugins for Max 2012. The produced x file is FSX compatible, and all mat settings are supported.

This would be preferable to a retrograde workflow.


Sent from my mobile .. words substituted by iPhone at will.
 
What a great tip:)

I have found it with google:) Didn't know this sdk.
And it seems like it's for free? :)

Do you talk about updated exporter tools from autodesk?
 
Okay I have installed it now. Looks good and I have found the max 2012 plugins and scripts. But the learning center does not works. If a start it, windows installer looks for a prepar3D......msi file, which is not avaible. But if I understood correctly, this learning center is only a navigation tool for the sdk.
 
Yes works really good, no problem to convert my file to mdl.
But I start xtomdl.exe directly from 3dsmax with the help of the "build mdl only" option.
Problem only, it's necessary to save the .x file in the pluginsfolder of 3dsmax where xtomdl.exe is located.

And I think that's the reason, why my texture isn't displayed in fsx.
I did add the texture with the standard material editor of 3dsmax. I think that should work, too. Or it's necessary to use the fsshadertool included in prepar3D?

Thanks again

regards comy
 
First, you MUST use "FSX Material" and not the "Standard Material."

Second, Export from Max to .x file only. Do not attempt to use the "build model only" option.
 
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