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Specular..

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unitedkingdom
What controls the FSX Materials specular value on the toolset? The blender render material's specular doesn't and I can't see anything under FSX materials.
 

Dutcheeseblend

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netherlands
This thing, AFAIK:

upload_2016-5-2_11-48-44.png
 
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1,955
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unitedkingdom
Yeah but unfortunately changing the shade doesn't change anything in the material of the exported .x file.
 

F747fly

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netherlands
If I understand you correctly you should be looking under the FSX Material Params in your material(s)

what has to do with the specularity is the fresnel, special functionality (to set what it needs to do with the alpha), the specular map if you've got one.... there must be other things aswell but I'm not sure atm. I personally always do my materials in MCX and only apply a material to them for the export to identify them in MCX. But that's because MCX can add an environment map and I believe you cannot do that in the toolset....
 
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unitedkingdom
I seem o find that "No base material Specular" is on in the exported .x file regardless of it being unchecked in blender. Anyone else getting this?
 

F747fly

Resource contributor
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netherlands
I seem o find that "No base material Specular" is on in the exported .x file regardless of it being unchecked in blender. Anyone else getting this?

I did a quick test exporting a material with "No base material Specular" off and in MCX it's stated to be true, so I guess your right it seems to export it as on no matter what...
 
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1,955
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unitedkingdom
Yeah. I have a model with 19 textures and having to manually add all the night maps and turn the specular on for everyone each time I export a new iteration is a pita!
 
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