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P3D v4 Adding Specular to a GP

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unitedkingdom
Hi Im needing a little help or guidance here. I'm creating an island in the south atlantic and it is nearly complete , I have been experimenting with my first material, a specular map, for a gound poly. Unfortunatly when I compile all the ground makings in the layers above disappear even when adding the spec through mcx. If I remove the material they all return. Its not to much of a problem as I can just not include the materials but I would like to give the end user a modern feel to the scenery.
Thanks
Paul
 
Paul, ADE-GP doesn't interpret or error-check your materials. It simply passes the parameters along to P3D.

So, if your GPs appear when you use the default material (you don't actually remove materials) but not when you use your custom materials, it would seem your custom material is faulty.

I'm not an expert on FSX Materials. But if you post an image of the ADE-GP Material Editor with your custom material loaded, perhaps someone else can help.
 
How are you importing your ADE into MCX? I suspect you are just loading the ADE-GP.bgl, cant do it like that.
 
Once you commit to using specular on GP, now you are entering P3D materials world. The fact that adding specular is the source of your problem tells me that you are having P3D material settings problems.
 
ok I done some test and the ground markings problem seems to be unrelated as if I recompile they appear then if I recompile again they sometimes disappear. Is there a good guide to the settings required for the materials ?
 
Are you creating your edits in ADE or in MCX? It seems you have overlying texture sheets with the same Z bias. If they lie on the same "layer" (Z Bias) they will either flicker madly, or not show at all.
 
No all my work is created in ADE and there is no flickering either they are there or not. the funny thing is that the backing texture to the lines remains
 
Did you assign correct Z bias for each Texture?notice each material setting has its own layer/z bias value.
 
Hi sorry for the late reply
Did you assign correct Z bias for each Texture?notice each material setting has its own layer/z bias value
can you explain further and with what values please
 
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