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P3D v4 Bump mapping GP Editor

Add the suitable-named bump map texture to your Textures folder. See page 24 of the ADE_GP user manual
 
I am trying to get the bump mapping to work but no joy.

  1. diffuse texture in textures folder in ADE (NYLGR1.dds)
  2. bump texture in textures folder in ADE (NYLGR1_bump.dds)
  3. Both texture bmps are in the texture_dpy folder
  4. both textures are in the scenery texture folder
Any ideas?
 
As far as I know, you've done all that is required. But, clearly, that's not enough. Presumably, you are using one of the later versions of ADE_GP, i.e., 2.2.20+

Please zip up your:
  • .ad4 file
  • your Textures and Textures_Dpy folders
  • your textures_Def.txt and lines_def_txt files
  • the ..._GP.bgl file you generated
together with specifics of the line/poly of concern and send to me at don at stuff4fs dot com
 
One observation: I don't think the bump and detail textures are automatically being copied on compile to the main P3D scenery texture folder.
 
You are correct, Shez, The bump/detail files are not copied to the scenery folder. From an initial inspection of the code, it seems due to the use of those textures not being recorded in ADE_GP's control files. Should be easy to fix.
 
Shez, in the attached, I have made the necessary changes to allow ADE-GP to copy all the used FSX materials to the designated scenery texture folder. While I have very limited test facilities in this regard, I have confirmed that the basic function works.

I would very much appreciate it if you would install the attached .dll and confirm both that the desired functionality now exists and that I haven't inadvertently impacted other functions.

If it should turn out that there is still something wrong that cannot easily be explained, it would be very helpful if your zipped-up your;
  • an .ad4 file that demonstrates the difficulty
  • your Textures and Textures_Dpy folders
  • your Texture_Def.txt and Lines_def._txt files
  • the ..._GP.bgl file you generated
together with specifics of the line/poly of concern and e-mail to me at don at stuff4fs dot com
 

Attachments

Shez, in the attached, I have made the necessary changes to allow ADE-GP to copy all the used FSX materials to the designated scenery texture folder. While I have very limited test facilities in this regard, I have confirmed that the basic function works.

I would very much appreciate it if you would install the attached .dll and confirm both that the desired functionality now exists and that I haven't inadvertently impacted other functions.

If it should turn out that there is still something wrong that cannot easily be explained, it would be very helpful if your zipped-up your;
  • an .ad4 file that demonstrates the difficulty
  • your Textures and Textures_Dpy folders
  • your Texture_Def.txt and Lines_def._txt files
  • the ..._GP.bgl file you generated
together with specifics of the line/poly of concern and e-mail to me at don at stuff4fs dot com
Just confirming that this new version has fixed the issue. Thanks.
 
Thanks for confirming that Shez. Glad it all worked out. I'll re-release shortly.

Re the lighted apron, since I have no idea what was causing the issue, I can't hazard a guess as to why it's fixed. (But, I'm glad it is!)
 
I have just posted ADE-GP General Release 3.22.3.5. Primarily, it ensures that any FSX material selected for use with a GP gets copied to the specified scenery texture folder. As well, a recently-discovered issue with night-illumination textures used in P3D-style GPs being displayed in the daytime has been fixed.
 
I have just posted ADE-GP General Release 3.22.3.5. Primarily, it ensures that any FSX material selected for use with a GP gets copied to the specified scenery texture folder. As well, a recently-discovered issue with night-illumination textures used in P3D-style GPs being displayed in the daytime has been fixed.
Where is this available?
 
Don, there might be a problem again. With the new update the bump texture and the detail texture are being copied over but I don't see them having any impact on the diffuse texture.
 
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