• 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.

wrong bump map name

could someone please test if this is an intended behaviour?
make a box, assign a material with a bump map, then conver to editable poly, select only one face, and assign another material to this face, with a different bump map.

thats what causes my problem. if i assign only one material to each object, it works, but if i assign 2 different materials (with bump maps) to the same object, it will return that error, no matter if the bump map is the same.

btw, when assigning bump maps, you should put it under bump slot inside maps rollout, or under detail map from the FS mat extended params?
 
Last edited:
A detail map is different.

Bump maps should go in the Bump map slot.
 
guys, apparently, the problem occurs when i assign 2 materials to the same object. well, how am i supposed to assign 2 different maps if not with 2 materials?

It's called Multi-Material! You create a Multi-Material with as many Material IDs as you're going to need. In other words, if you want to use two separate bitmaps on the same object, you would need a Multi-Material with 2 MatIDs.

For each MatID, you create an FSX Material, choose your bitmaps, etc.

You then select the polygons that will use bitmap #1 and assign them a MatID of 1. Select the rest of the polygons and assign them a MatID of 2.
 
Last edited:
(not my usual workflow)
2 Fltsmx Materials created -- each with different diffuse and bump textures only
Box
Collapse Editable Poly
Assign Mat 1 to whole object
Poly subselect
Assign Material 2 to side
GUID and Friendly
Export X file

No problems.

Hope this helps
 
...at which point Max/GMax has automatically created a Multi-Material...

I much prefer to create my own M-M so I have full control over the end results... :D
 
Yes .... that's what I meant by "Not my usual workflow".

In Gmax, this would create an awful mess.
 
multi material doesnt work, as it only means 2 different materials on the same material slot, but still 2 materials.

i still get the error message.
perhaps i should go hang myself.

before i do that, can someone please create a box with 2 different bump maps, and send me, so i can test here?
 
lol this is getting ridiculous! either my copy of SDK is broken, or im doing something very wrong. i just tested on a different machine from a friend, and the same thing happened! different windows version, different max.

guess i'll buy FSX gold as a last resource. if that doesnt work i'll end my fsx dev career even before starting.
 
Last edited:
lol this is getting ridiculous! either my copy of SDK is broken, or im doing something very wrong. i just tested on a different machine from a friend, and the same thing happened! different windows version, different max.

...and also same modeler. I suspect the problem is operator error. If I have time, I'll whip up a sample object w/mapping and textures.
 
...and also same modeler. I suspect the problem is operator error. If I have time, I'll whip up a sample object w/mapping and textures.

i'll make a video and you'll tell me if i'm doing anything wrong if you wish
 
That might be the quickest way. My time is very, very limited by the amount of contracted work I have in-process... :D
 
alright, thanks

just clarify something for me

in fsx, are bump maps the grayscale colored, or the blue clored?

because in CG, bump maps are usually grayscale, where white are bumps, black are holes, and gray is the default height.

blue maps in CG are actually called normal maps, and are used for detailing.

as i was opening some "bump" maps from fsx, i see actually blue maps, so perhaps they give a different name for it. also, should this bump map go in the fsx shader bump slot (see blue square in the image) or detail slot (red square) ?
bumpz.png



in CG, normal map:
docwallorigin2dt.jpg


and bump map:
brickwork-bump-map.jpg


guess for FSX, bump map is the first one.
 
Last edited:
another question:
do you guys even use the "verify" button inside the LOD interface?
if i simply ignore the bump name error, it works. i have my model inside fsx with 2 materials, different diffuse maps, and different bump (normal i'd say) maps.

but that error keeps annoying me :P

guess its all working now.
 
I don't know if you have seen it or not, but inside the SDK folder there is a file called fsxsdk.chm open it and click on Environment-Modeling SDK-FSX Material. It gives some very good examples for all the options availble.

David
 
blue maps in CG are actually called normal maps, and are used for detailing.

as i was opening some "bump" maps from fsx, i see actually blue maps, so perhaps they give a different name for it. also, should this bump map go in the fsx shader bump slot (see blue square in the image) or detail slot (red square) ?
bumpz.png

Asked and answered in another of your numerous posts, but evidently not read and/or overlooked.

Use the Bump slot.

For FSX start with a CG normal map, then follow these precise steps outlined in post #4 of this thread:
http://www.fsdeveloper.com/forum/showthread.php?t=22964&highlight=normal+maps

Also, I notice that you've put the "GlobalEnvironment_AC_Chrome.dds" file in the Diffuse Color slot! No, no, no! If you want to use that particular bitmap, put it in the Reflection slot.
 
Last edited:
another question:
do you guys even use the "verify" button inside the LOD interface?
if i simply ignore the bump name error, it works. i have my model inside fsx with 2 materials, different diffuse maps, and different bump (normal i'd say) maps.

but that error keeps annoying me :P

guess its all working now.

No, because honestly that "tool" is pretty much screwed up, especially for the size of my project files. I tried once on an "average" (for me) model, and it took over six hours to complete!
 
No, because honestly that "tool" is pretty much screwed up, especially for the size of my project files. I tried once on an "average" (for me) model, and it took over six hours to complete!

if i had ignored that tool from the beggining, i'd have my models working from long time ago :p

i double my questions, because sometimes im not sure with some answers
 
Back
Top