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FSXA A Weird Anomaly

Pyscen

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Arno..

This has happen a number of times lately,...

When entering a diffuse color: such as 138, 138, 128, and then I export the model... Later I would load the model and the the diffuse color would be as 137, 137, 128.

On a few others it did the same thing, subtracting by 1 in certain positions.

To correct or trick MCX, I would put in 139, 139, 128 and it would come out the way it was intented. I must say though its not always the first 2 positions. Sometimes it would change just the middle number and sometimes the last.

I hope I made myself understood whats happening.
 
Hi,

It happened to me as well several times.
Thought it was me making a mistake, but now I am not so sure anymore.
 
Hi,

It happened to me as well several times.
Thought it was me making a mistake, but now I am not so sure anymore.

I'm glad its not just my machine then :D Roby, have you looked into your boat thing about the speckles of lights? I plan on working on that tonight as well.
 
Are you directly assigning colors via rgb coordinates in the material editor? Not using a map?

It was my impression that there were advantages to always using a map, and disadvantages not to. Why do you prefer to add color via a direct rgb assignment?
 
Are you directly assigning colors via rgb coordinates in the material editor? Not using a map?

It was my impression that there were advantages to always using a map, and disadvantages not to. Why do you prefer to add color via a direct rgb assignment?

Maps aren't used in SketchUp.... and its a COLLADA/DAE file and this is Through MCX.
 
Hi,

Got up early so that I could reply to you before you are off to bed :).

Checked my boat.
It is the lamps that 'twinkle' when you are viewing it from some distance.
(Made some rectangles in the upper hull structure and applied a white night texture to it).
So, no, no light leaking through the softened edges.
 
Hi,

Got up early so that I could reply to you before you are off to bed :).

Checked my boat.
It is the lamps that 'twinkle' when you are viewing it from some distance.
(Made some rectangles in the upper hull structure and applied a white night texture to it).
So, no, no light leaking through the softened edges.

ok... thats good. :D
 
<<Maps aren't used in SketchUp.... and its a COLLADA/DAE file and this is Through MCX.>>

Sorry, saw no reference that would suggest sketchup. Seems to be a lot of effort to avoid using gmax.....of course I speak as a fluent gmaxer, but I don't see what sketchup provides to offset the consequences of it.

Each to their own.

Bob
 
<<Maps aren't used in SketchUp.... and its a COLLADA/DAE file and this is Through MCX.>>

Sorry, saw no reference that would suggest sketchup. Seems to be a lot of effort to avoid using gmax.....of course I speak as a fluent gmaxer, but I don't see what sketchup provides to offset the consequences of it.

Each to their own.

Bob

Bob,

I'm sorry that my initial statement didn't make reference to Collada/Dae, so its much as my fault... plus I was pointing to Arno that MCX had a problem, at least for me, so to make the program work as it should.
 
Hi,

Sketchup most certainly does use maps (textures), and the advantage is that in certain versions of FSX, FS2004 materials not using maps will all be black. Also, objects are more reliably displayed if the are mappped.

Hope this helps,
 
Hi,

Sketchup most certainly does use maps (textures), and the advantage is that in certain versions of FSX, FS2004 materials not using maps will all be black. Also, objects are more reliably displayed if the are mappped.

Hope this helps,

Maybe my terms are misused... If Textures are the Maps then where do the Diffuse colors and Specular colors come from?

Bob stated, "Are you directly assigning colors via rgb coordinates in the material editor? Not using a map?"

So I'm using "map" or textures. But the Diffuse colors are not being filled automatically unless I assign them within MCX. I believe he was making a reference to Gmax since he was making the question regarding assigning colors via rgb coordinates in the material editor and he later commented "of course I speak as a fluent gmaxer". I agree though I didn't specifiy on what drawing program I was using, I did write this within the ModelConvertorX subforum, and I was referring to the Diffuse color slot of a texture or "map" within the material editor of MCX.

So,... In light all this the reason for the initial problem concerning the Diffuse color not saving correctly within the model.

I hope this simplifies the error and terms used.
 
Hi,

Let me check the MDL format tonight, it might be that there is a resolution limitation for the colours, which could give small rounding errors.
 
Hi,

Let me check the MDL format tonight, it might be that there is a resolution limitation for the colours, which could give small rounding errors.

Thanks... A look forward towards the fix!
 
Hi,

I think I found it, it was not the MDL file (of course). When writing the X file ModelConverterX rounded the numbers too much. That should be fixed from the development release of tomorrow.
 
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