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FSX Bright Displays

No, I DO have XtoMDL specified, and I'm not getting any error messages. I was just guessing as to how it works.

I have to go to bed (it's after 3 am here) but I can look at this tomorrow if you don't manage to crack it. Make sure you have the latest XtoMDL as well, but for FSX (that's what I use), not for P3D..
 
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I know we are not on the same time zone, it is 9 AM here, have a good sleep :)
I am sure my XtoMDL is the one for FSX but I may not have the latest version, do you know where I can find the latest version of the FSX SDK?
I will Google for it :)

Maybe you saw my previous message that I deleted because it was wrong. Anyway, what I did is setting the options so that the .x file is kept when the model is created. I had a look into it and found this:
Code:
Material mat21 {
  0.000000; 0.000000; 0.000000; 1.000000;;
  0.000000;
  0.000000; 0.000000; 0.000000;;
  0.000000; 0.000000; 0.000000;;
  TextureFileName {
     "zerospecular.dds";
  }
  DiffuseTextureFileName  {
     "zerospecular.dds";
  }
  EmissiveTextureFileName  {
     "$panel1";
  }
  FS10Material {
    0.000000; 0.000000; 0.000000; 1.000000;;
    0.000000; 0.000000; 0.000000;;
    0.000000;
    0.000000; 0.000000;
    0.000000;
    0;
    0;
    0;
    0; 0; 0;
    0; 0; 0.000;
    0.000000;
    "One"; "Zero";
    BlendDiffuseByBaseAlpha  {
      0;
    }
    BlendDiffuseByInverseSpecularMapAlpha  {
      0;
    }
    AllowBloom  {
      0;
    }
    BloomData {
      0;
      0;
    }
    SpecularBloomFloor  {
      1.000000;
    }
    EmissiveData  {
      "Additive";
    }
I cannot decode everything, but it seems the $panel1 texture is properly configured, with the ZeroSpecular texture you provided and with EmissiveData set to Additive as expected. It looks like the problem comes from XtoMDL, which may change some data when creating the MDL.
 
I updated the FSX SDK to make sure I had the right version of XtoMDL. I took the SDK from FSX Acceleration, it is the most recent I have.
I changed the material settings as you suggested, as shown here:

MaterialEditor_Before.png


Then I exported the model, closed MCX, reopened MCX, re-imported the model, and here is what I got:

MaterialEditor_After.png


You see the problem is still the same: many of my changes were ignored, I can't explain why but it is the source of the problem, that's for sure.

Eric
 
So - first, my XtoMDL version is 10.0.61472.0... check what yours is.

Also, you are selecting the same material in both before and after screenshots, right? Difficult to see because the material pane on the left is in different positions.

I see that Emissive mode is now "Additive" - that's what you wanted, right?
 
Eric,

Do you have a Specular Map specified? You didn't show that part. If not, then the Specular Map Power Scale value does nothing and so that change makes no difference.

Also, since you specified the Set Final Alpha Value at Render Time to FALSE, the Final Alpha Multiply value does nothing.

You've also specified No Base Material Specular is set to TRUE, so the Specular Color and Specular Level probably make no difference.

I don't see any other changes at this point?
 
So - first, my XtoMDL version is 10.0.61472.0... check what yours is.

Also, you are selecting the same material in both before and after screenshots, right? Difficult to see because the material pane on the left is in different positions.

I see that Emissive mode is now "Additive" - that's what you wanted, right?
My version of XtoMDL is 10.0.61637.0, almost the same as yours, probably more recent.
Yes, on both screenshots, the material selected is ZeroSpecular as visible on the second screenshot.
You're right, I now have the Emissive mode to Additive and it remains like this. Indeed, this is what I wanted but it still has no effect on my displays, they are still not bright at day, no change :(
 
Eric,
Do you have a Specular Map specified? You didn't show that part. If not, then the Specular Map Power Scale value does nothing and so that change makes no difference.
Also, since you specified the Set Final Alpha Value at Render Time to FALSE, the Final Alpha Multiply value does nothing.
You've also specified No Base Material Specular is set to TRUE, so the Specular Color and Specular Level probably make no difference.
I don't see any other changes at this point?
Tom,
I am not expert enough to answer your question, I followed Misho's advice and I use a texture that he gave me (thank you Misho ;) ) called ZeroSpecular.dds and set as the Diffuse Texture of my $panel1 panel texture. Misho said this is the way to have no specular effect. The settings you see on the screenshots are for this texture.
Do you think something is wrong here?

Eric
 
Tom,
I am not expert enough to answer your question, I followed Misho's advice and I use a texture that he gave me (thank you Misho ;) ) called ZeroSpecular.dds and set as the Diffuse Texture of my $panel1 panel texture. Misho said this is the way to have no specular effect. The settings you see on the screenshots are for this texture.
Do you think something is wrong here?

Eric

The thing is, some of the settings refuse to be set to their required values, and that's why you're not seeing the effect working. Why they aren't being set properly, I have no idea...
 
The thing is, some of the settings refuse to be set to their required values, and that's why you're not seeing the effect working. Why they aren't being set properly, I have no idea...
Yes, I undertsand this. I can write an exact list of the parameter changes that were ignored, I guess some are important and this is why it fails...
 
Here are the critical Material Properties for one of my glass gauges:
FKQGF.png

I note from your posts above that you did not change the Framebuffer Blend to Default Transparent...

Source Blend: SrcAlpha
Destination Blend: InvSrcAlpha

That should allow your gauge to show up brightly lighted... :cool:
 
Here are the critical Material Properties for one of my glass gauges:
FKQGF.png

I note from your posts above that you did not change the Framebuffer Blend to Default Transparent...
How do you change the frame buffer blend to default transparent in the ModelConverterX material editor?
I don't see that option. Should I understand the "default transparent" settings corresponds to Source Blend: SrcAlpha and Destination Blend: InvSrcAlpha ?

Source Blend: SrcAlpha
Destination Blend: InvSrcAlpha
That should allow your gauge to show up brightly lighted... :cool:
OK, I know how to do that. I changed these properties only to my $panel1 texture but it still doens't work.
I will try again in addition to the other settings i already set.

Thanks for your help.
 
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Eric,

I don't know if your last reply (#32) means that you found the answer to the question you asked in your reply #31:
How do you change the frame buffer blend to default transparent in the ModelConverterX material editor?

If not, it is one of the options in the ComboBox at the top of the material editor:

MCX_material_editor.JPG
 
Thanks for the info, indeed I missed this. So I selected "Set Default Transparency" and clicked "Apply". But it didn't make any change in the cockpit...
I think I will never get the result I am looking for, I give up...

Thanks to all of you for your great help.
Eric
 
Eric, in a virtual cockpit the "lighting" of glass is entirely dependent on the Blend Mode settings in the FSX/P3D Material assigned to the $VC_texturename used on the polygon on which the gauge is projected.

For glass displays, one should always use "Additive" for the Blend Mode as it will ensure consistent brightness any time of the day. One can then control the actual relative brightness via normal GDI+ techniques, or by a semi-opaque overlay in an XML driven display.

Many years ago I authored a "White Paper" for Microsoft/ACES per their request. It is since gotten lost when ACES was closed, and I've long since lost my original. However I did find at least one intact copy at this URL that you may wish to read. I hope it helps!

http://doczz.net/doc/4662300/fsx-emissive-textures-and-how-they-relate-to-virtual-cockpit
A word from the future: THANKS!
Cheeeeerrssss
 
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