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FSX Gmax - wrong texture

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696
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ca-quebec
Hi,
I added breathing effects to my FSDS modeled whales. Here what I have done :
  1. Export my FSDS MDL in *.3DS file with MCX.
  2. Import *.3DS file in Gmax+FSTools.
  3. Apply GUID, smooth, animate my model and export the new MDL.
For the first whale all went well : animation, effect and texture (remains mapped).

But for the second one, problem : in FSX it have the first model texture! However the second model have the wright texture in MCX and in FSX when installed as static object with InstantScenery...

Did I have to "purge" Gmax and how to do that?

Thanks.
 
Is the material for the second object named differently from that used in the first? Can gmax show which materials are assigned to a scene, I know max can do that. It would be interesting to look at both objects in gmax and see if they share the same material. Somewhere that must be the case, because fsx shows both objects with the same material, right? If the material for the second object was unique but not present, the object would look solid black in fsx.
 
The light turned on!

The texture name of the two models begin by "baleine..." : baleinebosse.bmp for one model and baleinebleue.bmp for the other. But I note that in Gmax I only see BALEIN~1.BMP in material list. I will take a look at home!
 
Can gmax show which materials are assigned to a scene...

Yes it can, use the Material Navigator and tick the Scene Applied option. I suspect you're running foul of the 8.3 file name limit in .3ds files.
 
Thanks Tom and Bob for the hint. I rebuilt all my whales with a shorter texture file name and all seem to return to the normal, without using Material editor because all the process (FSDS -. MCX -> Gmax) maintains all texture mapping.
 
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