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Really nice buildings.
I think the reflexion is the default. There is another way to make custom reflexion so you can see the other buildings reflex on the glass.



You need to look closer! Notice the reflection in the "glass building" on the left side. It has a reflection of the foreground building with the domed roof!![]()

Ha ha! It was I thought at the first place.Well, if you see a dome reflected in the BB&T tower, it's your imaginationNo reflection was used, I just have the FSX materials set to reflect the environment map.

Hi Lars,Hey Jon,
I'm doing texture baking in 3ds Max 2009.
You have to texture your model nearly as usual.
The difference is that every face needs its own texture because two faces aren't lit the same way.
Now you have to set up the lightning.
I'm doing that with Vray's daylight (you may google that).
If you're feeling good with the lightning you have to "Render to texture", save the result as a bitmap and replace the source bitmap with the baked one.
As an example a nightmap I rendered for a project I'm working on:
And some fine tutorials:
regards,
Lars
P.S.: You can also use Blender as a freeware alternative for texture baking!
Hey Jon,
"I'm doing texture baking in 3ds Max 2009.
You have to texture your model nearly as usual.
The difference is that every face needs its own texture because two faces aren't lit the same way.
Now you have to set up the lightning.
I'm doing that with Vray's daylight (you may google that).
If you're feeling good with the lightning you have to "Render to texture", save the result as a bitmap and replace the source bitmap with the baked one."
but how do you save the baked texture to a multi texture bitmap for use in fsx? if i render to texture an object i end up with the baked texture render but the polys are arranged automatically but i want to be able to manipulate the layout of the texture sheet as you cam with uvw unwrap/ edit function. I have seen posts that say you have to take a screen shot of the uv template in max but this seems a poor method to me. or is this not how its done do i have to cut out and re arrange the textures in photoshop on to a single bitmap for use in fsx then convert to dds?
how can i do this can anyone explain this to me
thanks
k