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P3D v4 assume vertical normal

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us-washington
I see what this does, but what does this involve? some textures I have look greyish until I check - assume vertical normal, then the texture looks fine. Id there a way I can do this in a paint program? If I do this with MCX, it works until I compile something else in ADE, which re compiles my obj file, then anything I did with MCX I lose. In other words, MCX and ADE do not seem to "talk to each other".
 
It tells the shader in the sim to ignore the normals that are defined in the model itself and instead assume that they are vertical (e.g. pointing up). This typically results in a constant shading, it is for example using on billboard trees.
 
Thank you for the info. I notice this with textures with horizontal or vertical lines such a re some wood textures. They look fine in designing, but in the sim they look greenish. I do 'assume vertical normal' and they then just fine.
HOWEVER- If I added this object to ADE's obj file....................... then next time I add something to the obj file I then lose the vertical normal thing in my previous object.

I was hoping to learn - if possible- how to get ADE' obj file and MCX changes to "talk" to each other, so that I do not lose the vert normal of the previous object or model.
OR, maybe edit my textures that do this to by default, assume vert normal. I assume that I wold take a texture to my Corel paint program and do it there.
 
I am not really familiar with ADE, but adding a MDL file to a library BGL should not modify the material settings and should never remove the assume vertical normal setting.
 
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