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Z-Bias in the x file - where?

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canada
Where does the Z-Bias line appear in the X file? What does it look like?

I assume it is a separate entity and is part of the FSXMaterial coding;

example cube:

Code:
        Material Material_001 {
           0.640000; 0.640000; 0.640000; 1.000000;;
           96.078431;
           0.500000; 0.500000; 0.500000;;
           0.000000; 0.000000; 0.000000;;
          FS10Material {
             0.640000; 0.640000; 0.640000; 1.000000;;
             0.500000; 0.500000; 0.500000;;
             96.078431;
             1.000000; 1.000000;  // Detail and bump scales
             1.000000;   // Reflection scale
            0;            // Use global env
            0;            // Blend env by invdifalpha
            0;            // Blend env by specalpha
            1; 0; 0;      // Fresnel affects dif - spec - env
            0; 0;  0.000000;  // Precipitation...
             0.000000;     // Specular Map Power Scale
            "One"; "Zero";  // Src/Dest blend
            BlendDiffuseByBaseAlpha { 0; }
            BlendDiffuseByInverseSpecularMapAlpha { 0; }
            AllowBloom { 0; }
            SpecularBloomFloor {
                 0.900000;
            }
            EmissiveData {
                "AdditiveNightOnly";
            }
            AlphaData {
                0;    // ZTest Alpha
                 0.000000; // Alpha test threshold
                "Never"; // Alpha test function
                0;    // Perform final alpha write
                255.000000; // Final alpha value
            }
            Z-Bias {
                -1.000000; // Z-Bias
            }
            EnhancedParameters {
                0;    // Assume vertical normal
                0;    // Z-Write alpha
                1;    // No Z-Write
                0;    // Volume shadow
                1;    // No shadow
                0;    // Prelit vertices
            }
            BaseMaterialSkin {
                0;    // Skinned
            }
            DoubleSidedMaterial {
                0;    // Double sided
            }
            BlendConstantSetting {
                0;    // Blend constant
            }
            ForceTextureAddressWrapSetting {
                0;    // Force texture adress wrap
            }
            ForceTextureAddressClampSetting {
                0;    // Force texture adress clamp
            }
            BaseMaterialSpecular {
                0;    // AllowBaseMaterialSpecular
            }
            NoSpecularBloom {
                0;    // Allow specular bloom
            }
            EmissiveBloom {
                0;    // Allow emissive bloom
            }
            AmbientLightScale {
                 1.000000;
            }
            DetailTextureFileName {"14Skyway.dds";}
          } // End of FS10Material
        }
      } // End of Cube material list
 
On the ones I've exported from MCX as "P3D v2 object X file" it's between "ForceTextureAddressClampSetting" and "BaseMaterialSpecular".

Jim
 
On the ones I've exported from MCX as "P3D v2 object X file" it's between "ForceTextureAddressClampSetting" and "BaseMaterialSpecular".

Jim
Thanks, Jim

Have I got the name correct. I think it should be ZBiasValue.
 
Oops duh, it never dawned on me you might be trying to add it! Here's an excerpt from one of mine:

Code:
.
.
.

  ForceTextureAddressWrapSetting {
  0;
  }
  ForceTextureAddressClampSetting {
  0;
  }
  ZBiasValue {
  -4.000000;
  }
  BaseMaterialSpecular {
  0;
  }
  NoSpecularBloom {
  0;

.
.
.

Jim
 
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