• 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.

FSXA Texture export question

Messages
17
Country
england
Hi,

Bit new to all this - been modelling fairly successfully for a few weeks and have now come to the point of texture work.

I think I have grasped the whole uvmap/unwrap process, and have my textures from a asingle texture sheet to appear in the correct position/orientation on the model, but not sure how to actually see them in FSX.

I'm applying textures from a bmp for the moment, are there any specific checkboxes I need to check/uncheck in the export window of gmax? There is mention of Export Skin, DDS, BMP and copying textures in this window, all of which could be relevant.

As it stands I get the MDL out of gmax and it appears and animates in FSX but with an all black shape. Do I need to do something else with the texture file, convert it, rename it or move it to a particular location?

Thanks
Oli
 
The textures are not actually exported during the process. You have to copy/paste them (in either one of ".DDS" or "32-bit .BMP" formats) into the "texture" folder of your aircraft. Make sure the filenames match the names in the texture slots in your gmax-material. FYI, FSX showing all black parts simply tells you that the sim is missing the texture files for those parts.

Hope this helps.

PS. Read SDK-documentation on "imagetool".
 
Hi

Thanks for you reply.

I have a fuselage.bmp file that I have converted to fuselage .dds in dxtbmp tool, using DDS DXT1 settings.

The fuselage.dds file is in texture directory as described.

In Gmax, the material is a flightsimx material, called fuselage
the diffuse of this material is called diffuse, pointed at fuselage.bmp

Should this work or have I missed something?

Thanks
 
It should work. Alas, when using DXTbmp, you have to flip the map vertically before converting to .DDS, or else the UVs will be upside-down in the sim.
 
Mmm still no joy - have every conceivable filename and file format in texture directory but still black textures.

I have left all export options as default, then also ticked export animations.
Not sure what having use bitmaps and use dds selected at the same time but that's the default.

Does anyone have a simple gmax aircraft with a texture that works that I could try exporting and see what is different to my setup?

There doesn't seem to be much in the way of FSX specific tutorials or files out there.

Thanks
Oli
 
Hi

Thanks for you reply.

I have a fuselage.bmp file that I have converted to fuselage .dds in dxtbmp tool, using DDS DXT1 settings.

DXTBMP.exe is highly unreliable for creating .dds files! I have NEVER gotten a .dds file created by DXTBMP.exe to work... :eek:

Either use Imagetool.exe or the nVidia plugin for Photoshop...
 
DXTBMP.exe is highly unreliable for creating .dds files! I have NEVER gotten a .dds file created by DXTBMP.exe to work... :eek:

Either use Imagetool.exe or the nVidia plugin for Photoshop...

and the nVidia plugin for Photoshop works in almost any graphics program that accepts PS plugins - like Paint Shop Pro.
 
DXTBMP seems to work fine with me (FSX SP2), but I haven't used any really complex materials so far.

Perhaps show us a directory listing of your texture directory?

You can also use the DC-3 gmax model available at the Freeflight Design site for testing.

freeflightdesign.com

(seems to be down atm)
 
Hi,

Bit new to all this - been modelling fairly successfully for a few weeks and have now come to the point of texture work.

I think I have grasped the whole uvmap/unwrap process, and have my textures from a asingle texture sheet to appear in the correct position/orientation on the model, but not sure how to actually see them in FSX.
Oli

First Hi.I am new at this so i have noobish questions.My issue is same like above.I dont know how to export texture from UVMAP (3dsmax) to BMP.What i should use?
As far I found some solution but i dont have any idea its correct?Edit UV then render and save as BMP.
BTW this is beta of my mapping-sorry for errors :(
I have to know basics.
Thanks for help.
 
As far I found some solution but i dont have any idea its correct?Edit UV then render and save as BMP.

Open the UVW Editor
Click on Tools/Render UVW Template
Set the height and width desired
Click on Render UV Template
Click on the upper left icon (small disk symbol) to save as a 24bit RGB bitmap.

In the future, please post your question as a new thread to make it easier for searching by others. Your question actually is different than what is being discussed in this thread... :)
 
Last edited:
I have a fuselage.bmp file that I have converted to fuselage .dds in dxtbmp tool, using DDS DXT1 settings.

Oh, just saw this. I think you are supposed to create dds dxt5 ... and don't forget to "flip".
 
Back
Top