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distorted textures, help?

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us-newyork
hi, everyone, been almost done working on my A300 and i came across this. when i import it, the textures show up like this. there was a flipdds = true setting on the earlier versions of mcx that fixed this but i can't seem to do that in the current version of mcx. how do i fix this?:

1740216058227.png
 
Does it also show like this in the sim?

The flip DDS option has indeed been removed, MCX knows when to flip based on the sim and format.
 
Does it also show like this in the sim?

The flip DDS option has indeed been removed, MCX knows when to flip based on the sim and format.
no, because the model is too big to export & i'm trying to export it as MDL to test it, thus, I am not able to see it in the sim
 
Would the solution then not just be to vertically flip your DDS files?
 
Would the solution then not just be to vertically flip your DDS files?

i do not know as i do not have the option to do so in this iteration of MCX. i don't touch anything when it comes to the texturing. they are mapped the way they are in 3ds max
 
Do you use the same DDS files in 3DS Max?
 
I'm not a 3DS Max user myself, so I don't know if it is common to use DDS textures in there already. Sounds a bit like 3DS uses a different origin for the texture mapping than FS.

Do you load a MDL or X file into MCX?
 
I'm not a 3DS Max user myself, so I don't know if it is common to use DDS textures in there already. Sounds a bit like 3DS uses a different origin for the texture mapping than FS.

Do you load a MDL or X file into MCX?
Ah, i see. i load an X file into mcx to export the mdl. then i've been merging other mdl parts to form the aircraft, but the aircraft model file alltogether is almost 500mb, how do i reduce that ? (while not messing up the detail) and for optimal performance?
 
Let me double check if the X reader does set the DDS orientation the same as the MDL reader to double check it's not a MCX bug.
 
I have checked but the MDL reader and X reader do read DDS files the same. So if you see them flipped in MCX, I am quite sure that you will also see them flipped in the simulator. So the solution would be to vertically flip the textures that you put in your texture folder for FS.
 
I have checked but the MDL reader and X reader do read DDS files the same. So if you see them flipped in MCX, I am quite sure that you will also see them flipped in the simulator. So the solution would be to vertically flip the textures that you put in your texture folder for FS.
ok. how do you do that?
 
I believe that option is available in the material editor of model converter X, and just about any paint program can do that, if you’re starting your textures using a paint program.
 
I'm not a 3DS Max user myself, so I don't know if it is common to use DDS textures in there already. Sounds a bit like 3DS uses a different origin for the texture mapping than FS.

Do you load a MDL or X file into MCX?
also when exporting, my mdl export is showing this and exports at 0kb, how do i fix this?:


7:23 PM XtoMDL Error (0): error : XToMdl.exe Unhandled Application Exception
7:23 PM XtoMDL Error (0): error : System.OutOfMemoryException
7:23 PM XtoMDL Error (0): error : Exception of type 'System.OutOfMemoryException' was thrown.
7:23 PM XtoMDL Error (0): error : Stack Trace:
7:23 PM XtoMDL Error (0): error : at System.IO.MemoryStream.set_Capacity(Int32 value)
7:23 PM XtoMDL Error (0): error : at System.IO.MemoryStream.EnsureCapacity(Int32 value)
7:23 PM XtoMDL Error (0): error : at System.IO.MemoryStream.Write(Byte[] buffer, Int32 offset, Int32 count)
7:23 PM XtoMDL Error (0): error : at System.IO.StreamWriter.Flush(Boolean flushStream, Boolean flushEncoder)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToXmlLib.FileExporter.EndElement(Boolean bIndent)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToXmlLib.FileExporter.StartElement(String szElement, String[] Attributes, String[] AttributeValues, String ElementContents)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToXmlLib.PartMesh.ExportIndexList(FileExporter Exporter)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToXmlLib.LODBucket.ExportIndexList(FileExporter Exporter)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToXmlLib.LODBuckets.ExportIndexList(FileExporter Exporter)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToXmlLib.ModelProcessingContext.ExportIndexList(FileExporter Exporter)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToXmlLib.FileExporter.WriteModelEntry(String szDecoration, ModelProcessingContext Context)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToXmlLib.ModelProcessingContext.Export(FileExporter Exporter)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToXmlLib.FileExporter.OutputModels(IEnumerable ProcessedModels)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToXmlLib.XToXmlLib.OutputModels(IEnumerable`1 processedModels)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToXmlLib.XToXmlLib.Process(ModelFile[] InputFiles, Hashtable[] AnimationLinkage, String[] AnimationFileRef, XPartDict PartDictionary)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.ProcessInputs()
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.RealMain(String[] args)
7:23 PM XtoMDL Error (0): error : at Microsoft.FlightSimulator.XToMDL.XToMDL.Main(String[] args)
 
I have checked but the MDL reader and X reader do read DDS files the same. So if you see them flipped in MCX, I am quite sure that you will also see them flipped in the simulator. So the solution would be to vertically flip the textures that you put in your texture folder for FS.
does mcx have a feature where you can reduce the polys in a model?
 
XtoMdl runs out of memory, so I think your model is just to complex.

MCX has a simplification function in the LOD Creator, but of course it would be better and easier to modify your source model in 3DS Max to reduce the complexity. How many triangles does your model have noww?
 
XtoMdl runs out of memory, so I think your model is just to complex.

MCX has a simplification function in the LOD Creator, but of course it would be better and easier to modify your source model in 3DS Max to reduce the complexity. How many triangles does your model have noww?
my model has over 3 million polys, no holes:
1740471636796.png


. i tried reducing it with batch pro-optimizer to 2 million or less and the model starts getting holes/ messes up the gauges, how do i fix this?:
1740471824391.png



1740471968816.png


the less polys, the more holes it has
 
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