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Object illumination in FSX

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unitedkingdom
My terminal has several buildings. All is textured using the same texture sheet, but the parts that are textured using a different part are being illuminated by the sun the wrong way around.

Say a part facing north is lighter due to the sun on face A, then it is dark on face B, with the south side of B being light. How can this happen?
 
You have to flip normal .
Get to your model and choose editable poly and choose on element. Then click on Flip Normal.
This can happen if you choose mirror command from the menu. You have to choose mirror on the modifier tab.
 
Ah OK thanks. I'll try this!:D I just can't understand why it's only happened on the areas where it's using a certain part of my texture sheet.
 
This just turned my object inside out. I can't select a face a flip the normal. It is the "flip normals" in surface properties that you mean?

Also this occurs on different parts of the same object, it's just textured differently.
 
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Okay, what you're describing tells me that somewhere in your project you must have cloned some part(s) of your building and used the "Evil Mirror Tool" button on the top menu...

...that is what is causing your shading problems.

Reselect those cloned/Mirrored polys, then click the "Evil Mirror Tool" again, then immediately add a "Mirror Modifier" to the top of the stack.

Check in the sim again, and if all is well then collapse the stack to e-mesh or e-poly as desired. :D
 
Unfortunately it's not as complicated as that! But thanks for the suggestion. What I had done was remap my terminal with a modified texture, and forgotten to update the bump map! The polys that were illuminating the opposite way were doing so because there was a blank area in the bump map where in the diffuse and illumination maps I had put in some more textures. Silly really.
 
Oh, I see. Not so oddly I've noticed a similar affect should I "forget" to include a bump texture for some part of an aircraft I'm working on... :)
 
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