• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Exporting A Model From Gmax Using The FS2004 Gamepack

Bill Womack used that SCASM / ASM code type of G-Poly format purposely in both package releases of 2B2 Plum Island RWY; so a FSX MDL will not be the target output format.

Hi Gary,

I not sure if I understand correctly but are you saying that Bill Womack had 2 releases of the 2B2 Plum Island tutorials? I only have one tutorial.

Ken.
 
Hi Gary,

I not sure if I understand correctly but are you saying that Bill Womack had 2 releases of the 2B2 Plum Island tutorials? I only have one tutorial.

Ken.

AFAIK, there was only one tutorial by Bill Womack regarding the making of the 2B2 RWY at Plum island.


And AFAIK, Bill Womack released at least (2) packaged add-on versions of 2B2 Plum Island:

* FS-ADDON (the original stand-alone version)

...and:

* IBlueYonder (the "Second Coming" ;) ...2B2 -combined with- 6B6 MinuteMan airport)

In both the above package versions of 2B2, RWY 28 / 10 was made via SCASM / ASM, and not via use of FSX SDK compliant MDLs.


IIRC, at that time, Arno, Umberto Colapicchioni (aka "VIRTUALI") of FSDT / Cloud-9 and a few others developed a way to 'minimize' such FSX MDL G-Poly anomalies more than other FS developers have thus far.

Arno incorporated most- if not all- of his set of known tweaks that can be applied to FSX MDLs, into output coding used by MCX "GPW".

If it was not already clear to you, be aware that is why most of the FS Development Community find it preferable to use MCX GPW, rather than engaging in a "Blast From The Past" by making their own multi-layer G-Polys in GMAX via obscure, convoluted legacy SDK methods.

A easy-to-use method is available for you to use via Sketchup and MCX Ground Polygon Wizard (aka "GPW") ...without "Past-Blasting".


[EDITED]

It is important to understand that if one outputs a typical 2D flat / level G-Poly via MCX GPW, it does not arbitrarily limit Material 'attributes' that are inherently available to be assigned to 3D models created as either SCASM / ASM or MDL types.

Rather, the FS run time version- and the FS SDK version of the 3D model- determine what attributes may be displayed in FS at run time.

So, if you use P3D version 4.x, in theory, your G-Poly Material attributes 'should' allow utilization of the "Z-Bias functionality" to achieve the modern equivalent of VTP Layering numbers, but also the ability to display environmental lighting and rain effects without resorting to non-SDK compliant, esoteric methods via legacy 3D scenery object coding.

The Material Editor {Properties} tab still allows one to assign Material Properties to mapped Textures for G-Polys, even for GPW exports.

The same is true, even if we are working with non-flat, non-level (aka "sloped") 3D G-polys (custom "TINs" / "Photogrammetry" in MSFS).

[END_EDIT]


Alternatively, Don Grovestine worked very hard to create the GP_Editor code adopted by ADE for those wishing to show GP's in ADE GUI.


However, as Arno reports- (and as we can also see upon close inspection)- tweaked FSX MDL G-Polys all show show 'some' anomalies.


It is for that reason most FS Developers purposely choose to use the legacy FS8,/ FS9-type SCASM / ASM, or P3D v2-v4 G-Poly methods.


FS2Kx SCASM / ASM G-Poly methods use non-MDL code tweaks and P3D v2-v4 G-Poly MDL methods use L-M's "Z-Bias functionality".


IIUC, FS Developers would "like" to be able to use a MDL for G-Poly creation in FSX, as it enables more display attributes at run time.


But as ACES changed FSX MDL structure / 'functionality' in that FS version in an attempt to implement other features, it now has "issues".


In response to FS Community requests to address the run time display anomalies of FSX-type MDLs used in ESP, and due to the relatively small number of run time display attributes achievable via non-MDL SCASM / ASM G-Poly code (without complex and esoteric coding by a very few FS Development community members who know how to implement such attributes), L-M implemented a "Z-Bias Functionality" extension of the MDLs used in P3D v2 through P3Dv4; I am not certain as to whether that is also available in P3D v5 / V6.


FYI: My prior questions above were intended to try and clarify what it is that you are attempting to achieve when you make your G-Polys.

As we both know, a vast amount of time and effort has previously been expended by you and me- (as well as by other members of the FSDEV Community-) in a number of threads consisting of numerous posts and screenshots in an attempt to resolve your project goal of fixing ground markings at airports that had not been updated yet by the original add-on airport developers.


I believe it is reasonable that we stay clear on what the goal is for your current endeavors in your recent threads involving use of GMAX.


My guess is that you may indeed have an interest in learning GMAX methodology to expand your knowledge of 3D modeling tools.


I also am inclined to guess that you may have an interest in learning GMAX methodology to fix ground markings at airports.


If you have a sincere interest in learning GMAX to achieve current goals, it is critical to provide info others need to answer your questions.

Thus, I am inclined at this point to recommend again, that you now link to your current project as a W.I.P. in GMAX, as you stated:

I'm following a tutorial 'How to Make High Detail Ground Polygs in 2014' by Jirayu Tanabodee, which has 2 parts, parts 1 and 2.

I am also inclined at this point to recommend that you be extra courteous to all who reply here, as very few even recall what GMAX "was".

The number of people who are still living, involved enough to follow FSDEV Forums, and who also are ready / willing / able to remember and / or post regarding GMAX ...decides with each passing year, so those wishing to conduct any sort of in-depth discussion on GMAX needs to be on good terms with the few remaining FSDEV forum members familiar with GMAX, and also willing to reply to your posts


Unless you plan on spending vast amounts of money and time on 3DSMAX, the closest you are going to get to it is GMAX (for 'free').


Otherwise IMHO, Sketchup offers even easier ways to create anything needed- for any FS version- (except animations), vuia MCX.


An alternative, that AFAIK, does offer an easier way to implement animations than 3DSMAX, but has a lesser learning curve ...is Blender.


Please post a link to your project 'now', if you expect informed replies from those generous enough to offer their time and GMAX insight.

GaryGB
 
Last edited:
It is for that reason most FS Developers purposely choose to use the legacy FS8,/ FS9-type SCASM / ASM, or P3D v2-v4 G-Poly methods.

That's why I've chose to use the FS2002 gamepack


FYI: My prior questions above were intended to try and clarify what it is that you are attempting to achieve when you make your G-Polys.

I have already replied and answered those questions. I just haven't posted my project file yet and I will do so shortly.


My guess is that you may indeed have an interest in learning GMAX methodology to expand your knowledge of 3D modeling tools.

Yes, I have that interest in Gmax.

I also am inclined to guess that you may have an interest in learning GMAX methodology to fix ground markings at airports.

Yes.


If you have a sincere interest in learning GMAX to achieve current goals, it is critical to provide info others need to answer your questions.

It seems to me that I have been doing that. I have posted images and explained about them.


I am also inclined at this point to recommend that you be extra courteous to all who reply here, as very few even recall what GMAX "was".

I don't know why you're bringing this up but I am always very courteous 99 percent of the time when I post here. In regards to what happened, I've already apologized because I didn't realized how I may have came across. I've even sent private message to those ones and apologized if I had offended them in anyway because I felt it was the right thing to do.


Unless you plan on spending avast amounts of money and time on 3DSMAX, the closes you are going to get to it is GMAX (fro free).

I would like to purchase 3DS Max but I definitely do not plan to spend $5,000 a year. I have wondered if there were older versions that were a lot cheaper. So, I guess I'll be sticking with Gmax, Sketchup, or Blender.


Please post a link to your project 'now', if you expect informed replies from those generous enough to offer their time and GMAX insight.

I've been fairly busy but I'll try to post it tonight. If it's too large, I'll have to upload it to MediaFire and post the link here.

Ken.
 
However, as Arno reports- (and as we can also see upon close inspection)- tweaked FSX MDL G-Polys all show show 'some' anomalies.

It is for that reason most FS Developers purposely choose to use the legacy FS8,/ FS9-type SCASM / ASM, or P3D v2-v4 G-Poly methods.

That's why I've chosen to use the FS2002 gamepack

Yes, but you indicated that your target output currently is FSX, with an option to convert as needed, to P3D (which numeric version ?)


FYI: My prior questions above were intended to try and clarify what it is that you are attempting to achieve when you make your G-Polys.

I have already replied and answered those questions. I just haven't posted my project file yet and I will do so shortly.

Are there G-Poly "attributes" you wish to display at run time in FSX and/or P3D other than matching gamma / brightness / contrast ?


My guess is that you may indeed have an interest in learning GMAX methodology to expand your knowledge of 3D modeling tools.

Bear in mind that it is a 'deprecated' tool by the publisher, and is becoming less used by the 3D modeling community each year.


I also am inclined to guess that you may have an interest in learning GMAX methodology to fix ground markings at airports.

Yes, I have that interest in Gmax.

Bear in mind that it is a 'deprecated' tool by the publisher,and is becoming less used by the 3D modeling community each year.


I also am inclined to guess that you may have an interest in learning GMAX methodology to fix ground markings at airports.


Bear in mind that it is a 'deprecated' tool by the publisher,and is becoming less used by the 3D modeling community each year.


If you have a sincere interest in learning GMAX to achieve current goals, it is critical to provide info others need to answer your questions.

It seems to me that I have been doing that. I have posted images and explained about them.

For clarity, you have thus far posted no images, nor linked to a W.I.P build of your 3D modeling project under discussion in this thread.


I am also inclined at this point to recommend that you be extra courteous to all who reply here, as very few even recall what GMAX "was".


The number of people who are still living, involved enough to follow FSDEV Forums, and who also are ready / willing / able to remember and / or post regarding GMAX ...declines with each passing year; so those wishing to conduct any sort of in-depth discussion on GMAX needs to be on good terms with the few remaining FSDEV forum members familiar with GMAX, and also willing to reply to your posts

I don't know why you're bringing this up but I am always very courteous 99 percent of the time when I post here. In regards to what happened, I've already apologized because I didn't realized how I may have came across. I've even sent private message to those ones and apologized if I had offended them in anyway because I felt it was the right thing to do.

I disagree with an idea of "99 percent" being acceptable, as IMHO, you were notably discourteous to (1) person that has replied to your posts on a number of occasions in this and other threads; I suggest it is appropriate to think this through further and make amends. :rolleyes:


Unless you plan on spending vast amounts of money and time on 3DSMAX, the closest you are going to get to it is GMAX (for 'free').

I would like to purchase 3DS Max but I definitely do not plan to spend $5,000 a year. I have wondered if there were older versions that were a lot cheaper. So, I guess I'll be sticking with Gmax, Sketchup, or Blender.

They are all capable of creating what most of us may wish to utilize in all versions of FS via MCX.

Frankly, I like the "option" to do more with any FS utility, but the GUI in GMAX and Blender is unnecessarily distracting, and far too many steps must be followed in order to do things that are more quickly- and more easily- achieved in Sketchup.


Please post a link to your project 'now', if you expect informed replies from those generous enough to offer their time and GMAX insight.

I've been fairly busy but I'll try to post it tonight. If it's too large, I'll have to upload it to MediaFire and post the link here.

Good, linking a ZIP of your project 'should' be helpful to any still willing to reply to your GMAX learning / troubleshooting questions. :)

GaryGB
 
Hi,

I think I may have deleted that project because I can't find it. Besides, it's been saved many times and I think it would be better that I create another project so that we can start from scratch. I also want to say that I want to concentrate on the tutorial - "Creating High-Detail FS Ground Polygons" by Bill Womack because it discusses layers and it uses the asm to tweak the model. That is the one I have questions about. I don't have any questions at this time regarding the tutorial "How to Make High Detail Ground Polygs in 2014' by Jirayu Tanabodee. So, disregard that thread regarding that tutorial. I will create up to the point where I have a question and we can work from there. I will be using the FS2002 gamepack just as Bill is using, and the flight simulator will be FSX. It will be tomorrow before I can post my project.

Ken.
 
Last edited:
Hi Ken:

That seems like a good idea; I recommend returning your focus- and resuming your inquiry- into this earlier recent thread you opened: ;)

https://www.fsdeveloper.com/forum/threads/about-gmax-for-fs2002.460061/


PS: If need be, we could ask Bill if he would mind our public analysis of his 2B2 RWY 29 / 10 SCASM / ASM code for learning purposes.


FYI: Bill has since moved his 3D modeling development from GMAX into Blender.

IIRC, his first public Blender project (freeware) was Heron's Nest: :wizard:

https://www.iblueyonder.com/herons-nest-2


PS: Many thanks are due to Bill Womack for his generosity in making his free scenery available, and for his help at FSDev over the years. :teacher:

GaryGB
 
Last edited:
Hi,

Below is my Gmax project file starting from the beginning. I've already exported the model and have 3 file - 2 asm files and a bgl file. I've deleted the original bgl file, tweaked the asm files and compiled another bgl file after the tweaks. In the rwy_base.asm, I've changed ADDOBJ to ADDCAT and added the number 8 for layer 8 after the OBJECT_0_SCALE. I've also deleted the SHAWDOW Call. Here are the tweaks I've made below:

OBJECT_0_START label word
IFIN1 OBJECT_0_FAIL, image_complex, 2, 32767
ADDCAT OBJECT_0_SCALE, 8

In the rwy_base_0.asm, I've changed all instances of AIRCRAFT to BUILDING due to a bug that Bill talked about in his tutorial. I've also changed all instances of .bmp to DDS:

TEXTURE_DEF TEXTURE_BUILDING , <255,255,255,255>, 11.114254, "BASE CONCRETE.DDS" ; 0
TEXTURE_LIST_END
; NonAlpha
rwy_base_NonAlpha label BGLCODE
MATERIAL 0,0 ; <255,255,255,255> BASE CONCRETE.DDS;;;

Now converting the textures. In his tutorial, Bill uses Photoshop, psd files for textures. I'm not sure if this will give me problems but I'm going to use bmps because I don't have Photoshop, but I can convert the files to psd in Gimp if I need to. In his tutorial, he uses the Image tool to convert a texture and save it as dds. The thing I don't understand is why is the format set to DXT3. Then he tells us to save it as dds. But what I did instead was use MCX to convert the textures, and I assume that's okay. But in the tutorial, Bill uses the Image Tool. Here are my results in FSX:

My Reselts.jpg



Looks okay. I'm going to go ahead and post this because I know y'all have been waiting on this and my Gamx project file. When I post again, I'll continue from here, if that's okay. The next part will be laying the layer for the runway numbers, and this is the part I have questions about.

Okay, here I'll be laying the runway markings, which is the 2nd layer. By the way, I've included my Gmax project for the runway markings below. Now this is where I'm having issues with the bmp files having offsets. Notice the images below:


Offsett.jpg


This is a view, in Gmax, of the texture. Notice where it says Plum Island, on the right side, a small portion of the letter D is missing, and is on the left side. This creates problems when I edit using the UVW edit:


Offset in Gmax.jpg


It looks fine here but when this is loaded into MCX, it looks like this:


Offset_2.jpg


It is way off. Now let me mention something. This only happens when I use bmp texture files. If I use tiff or psd, there is no offset and everything aligns perfectly. By the way, let me also mention that I copied the image from Bill's tutorial. I really don't think that would play a part. I've uploaded a zipped file with the bmp file that you can use below. Try it out yourself and see if you get the offset when you import the bmp file. The file name is rwy_markings.zip.





Ken.
 

Attachments

Last edited:
@kmanning

Been a long long time since I worked with FS9/FS2004, but try and flip the DDS - remember they should be flipped. Try that, also, check out the results in the simulator, sometimes the previews for FS9 models some times got a bit weird as I recall.
 
@kmanning

Been a long long time since I worked with FS9/FS2004, but try and flip the DDS - remember they should be flipped. Try that, also, check out the results in the simulator, sometimes the previews for FS9 models some times got a bit weird as I recall.

Hi Swan-UK,
Nice to hear from you. Yes, it has been a long time and you're correct that dds files are flipped. MCX automatically does that when you export the dds files. But I'm working with bmp files. You wouldn't want to flip those. I have checked the results in FSX and it was also out of alignment, just as MCX showed. The material editor in Gmax has a function where one can align the image in the preview but that didn't fix the problem. I've should have mentioned that I don't have this problem with all bmp files and there are some I've imported that were perfectly aligned with no offsets, such as the "myhouse" bmp texture found in one of the tutorials.

Ken.
 
Hi Ken:

The 2B2 Plum Island RWY 28 / 10 object uses DDS textures in both FSX releases, which as stated previously, are coded in SCASM / ASM.


It is true that pre-FSX legacy format SCASM / ASM coded G-Polys and other 2D / 3D models use BMP; but for FSX, Bill opted to use DDS.

You may recall that GMAX does not work directly with DDS -or- DXT texture format:

https://www.fsdeveloper.com/forum/threads/gmax-is-not-exporting-textures-why.446765/

https://www.fsdeveloper.com/forum/threads/how-to-use-dds-textures-in-gmax.4107/

https://www.google.com/search?q=site:+www.fsdeveloper.com+GMAX+use+DDS&client=firefox-b-1-e&sca_esv=0f3f3d91d2ee70a0&channel=entpr&ei=nAl2aN00xYim1A-EpojADw&ved=0ahUKEwjd8oLhsb6OAxVFhIkEHQQTAvgQ4dUDCBA&uact=5&oq=site:+www.fsdeveloper.com+GMAX+use+DDS&gs_lp=Egxnd3Mtd2l6LXNlcnAiJnNpdGU6IHd3dy5mc2RldmVsb3Blci5jb20gR01BWCB1c2UgRERTMgUQIRigATIFECEYoAFIxLIBUKYLWKysAXACeACQAQCYAdwBoAGYGaoBBjMyLjUuMbgBA8gBAPgBAZgCKKACsxqoAhTCAg4QABiABBiwAxixAxiDAcICDRAAGIAEGLADGEMYigXCAggQABiABBiwA8ICCxAAGIAEGLADGLEDwgIXEC4YgAQYsAMYsQMY0QMYxwEYyAPYAQHCAg4QLhiABBiwAxjIA9gBAcICFBAuGIAEGLADGNEDGMcBGMgD2AEBwgIaEC4YgAQYsAMYsQMY0QMYgwEYxwEYyAPYAQHCAhMQABiABBhDGLQCGIoFGOoC2AECwgIZEC4YgAQY0QMYQxi0AhjHARiKBRjqAtgBAsICExAuGIAEGEMYtAIYigUY6gLYAQLCAhAQABgDGLQCGOoCGI8B2AEBwgIQEC4YAxi0AhjqAhiPAdgBAcICChAAGIAEGEMYigXCAg4QLhiABBixAxjRAxjHAcICDhAAGIAEGLEDGIMBGIoFwgIOEC4YgAQYsQMYgwEYigXCAgUQLhiABMICDhAuGIAEGLEDGIMBGNQCwgIFEAAYgATCAggQLhiABBixA8ICEBAuGIAEGNEDGEMYxwEYigXCAhEQLhiABBixAxjHARiOBRivAcICCxAAGIAEGLEDGIMBwgIIEAAYgAQYsQPCAg0QABiABBixAxhDGIoFwgILEC4YgAQY0QMYxwHCAh8QLhiABBjRAxhDGMcBGIoFGJcFGNwEGN4EGOAE2AEBwgIQEAAYgAQYsQMYQxjJAxiKBcICDhAuGIAEGMcBGI4FGK8BwgIHEC4YgAQYCsICCxAuGIAEGMcBGK8BwgIIEAAYgAQYkgPCAhQQLhiABBiRAhjHARiKBRiOBRivAcICIxAuGIAEGJECGMcBGIoFGI4FGK8BGJcFGNwEGN4EGOAE2AEBwgIHEAAYgAQYCsICBhAAGBYYHsICCxAAGIAEGIYDGIoFwgIIEAAYgAQYogTCAgUQABjvBcICBxAhGKABGArCAggQABiiBBiJBcICBhAAGA0YHsICBRAhGKsCmAMH8QUWFwX40ioCKogGAZAGFLoGBggBEAEYCLoGBAgCGAeSBwYzMy42LjGgB8bXAbIHBjMxLjYuMbgHohrCBwkzLjIwLjE2LjHIB3Q&sclient=gws-wiz-serp


AFAIK, "plain-vanilla" BMPs must be used with GMAX, so file format swapping is required to work with GMAX texture Materials.


FYI: BMP only allows (1) extra channel (usually an Alpha channel) in addition to the RBG image ("Diffuse" if a non-PBR texture Material)

A RGB image texture Material used for PBR is referred to as "Albedo" (terminology used in versions of MSFS released after FS2Kx).


TIFF, PNG, PSD file format all support (>1) additional channel which can be used as defined 'layers', but only 1 can be an Alpha channel.


BTW: BMP DXT3 is used if gradient variable transparency is required; DXT1 is to define total ON / OFF type transparency (or opacity)


PS: I do not recommend using Martin Wright's DxtBmp or ConvImx graphics utilities, as they may easily be misunderstood by new users.

Instead, I would perform all FS texture format conversions using MCX.


Obviously in that workflow, one is already 'in' MCX, so why not also use MCX G-Poly Wizard to save work / avoid a steep learning curve ?

MCX G-Poly Wizard semi-automates most work required to make G-Polys, and can output FSX SCASM / ASM G-Polys that use DDS. :wizard:


GaryGB
 
Last edited:
Hi Ken:

The 2B2 Plum Island RWY 28 / 10 object uses DDS textures in both FSX releases, which as stated previously, are coded in SCASM / ASM.


It is true that pre-FSX legacy format SCASM / ASM coded G-Polys and other 2D / 3D models use BMP; but for FSX, Bill opted to use DDS.

You may recall that GMAX does not work directly with DDS -or- DXT texture format:

https://www.fsdeveloper.com/forum/threads/gmax-is-not-exporting-textures-why.446765/

https://www.fsdeveloper.com/forum/threads/how-to-use-dds-textures-in-gmax.4107/

https://www.google.com/search?q=site:+www.fsdeveloper.com+GMAX+use+DDS&client=firefox-b-1-e&sca_esv=0f3f3d91d2ee70a0&channel=entpr&ei=nAl2aN00xYim1A-EpojADw&ved=0ahUKEwjd8oLhsb6OAxVFhIkEHQQTAvgQ4dUDCBA&uact=5&oq=site:+www.fsdeveloper.com+GMAX+use+DDS&gs_lp=Egxnd3Mtd2l6LXNlcnAiJnNpdGU6IHd3dy5mc2RldmVsb3Blci5jb20gR01BWCB1c2UgRERTMgUQIRigATIFECEYoAFIxLIBUKYLWKysAXACeACQAQCYAdwBoAGYGaoBBjMyLjUuMbgBA8gBAPgBAZgCKKACsxqoAhTCAg4QABiABBiwAxixAxiDAcICDRAAGIAEGLADGEMYigXCAggQABiABBiwA8ICCxAAGIAEGLADGLEDwgIXEC4YgAQYsAMYsQMY0QMYxwEYyAPYAQHCAg4QLhiABBiwAxjIA9gBAcICFBAuGIAEGLADGNEDGMcBGMgD2AEBwgIaEC4YgAQYsAMYsQMY0QMYgwEYxwEYyAPYAQHCAhMQABiABBhDGLQCGIoFGOoC2AECwgIZEC4YgAQY0QMYQxi0AhjHARiKBRjqAtgBAsICExAuGIAEGEMYtAIYigUY6gLYAQLCAhAQABgDGLQCGOoCGI8B2AEBwgIQEC4YAxi0AhjqAhiPAdgBAcICChAAGIAEGEMYigXCAg4QLhiABBixAxjRAxjHAcICDhAAGIAEGLEDGIMBGIoFwgIOEC4YgAQYsQMYgwEYigXCAgUQLhiABMICDhAuGIAEGLEDGIMBGNQCwgIFEAAYgATCAggQLhiABBixA8ICEBAuGIAEGNEDGEMYxwEYigXCAhEQLhiABBixAxjHARiOBRivAcICCxAAGIAEGLEDGIMBwgIIEAAYgAQYsQPCAg0QABiABBixAxhDGIoFwgILEC4YgAQY0QMYxwHCAh8QLhiABBjRAxhDGMcBGIoFGJcFGNwEGN4EGOAE2AEBwgIQEAAYgAQYsQMYQxjJAxiKBcICDhAuGIAEGMcBGI4FGK8BwgIHEC4YgAQYCsICCxAuGIAEGMcBGK8BwgIIEAAYgAQYkgPCAhQQLhiABBiRAhjHARiKBRiOBRivAcICIxAuGIAEGJECGMcBGIoFGI4FGK8BGJcFGNwEGN4EGOAE2AEBwgIHEAAYgAQYCsICBhAAGBYYHsICCxAAGIAEGIYDGIoFwgIIEAAYgAQYogTCAgUQABjvBcICBxAhGKABGArCAggQABiiBBiJBcICBhAAGA0YHsICBRAhGKsCmAMH8QUWFwX40ioCKogGAZAGFLoGBggBEAEYCLoGBAgCGAeSBwYzMy42LjGgB8bXAbIHBjMxLjYuMbgHohrCBwkzLjIwLjE2LjHIB3Q&sclient=gws-wiz-serp


AFAIK, "plain-vanilla" BMPs must be used with GMAX, so file format swapping is required to work with GMAX texture Materials.


FYI: BMP only allows (1) extra channel (usually an Alpha channel) in addition to the RBG image ("Diffuse" if a non-PBR texture Material)

A RGB image texture Material used for PBR is referred to as "Albedo" (terminology used in versions of MSFS released after FS2Kx).


TIFF, PNG, PSD file format all support (>1) additional channel which can be used as defined 'layers', but only 1 can be an Alpha channel.


BTW: BMP DXT3 is used if gradient variable transparency is required; DXT1 is to define total On / OFF type transparency (or opacity)


PS: I do not recommend using Martin Wright's stand-alone DXTBMP graphics utility, as it may easily be misunderstood by new users.

Instead, I would perform all FS texture format conversions using MCX.


Obviously in that workflow, one is already 'in' MCX, so why not also use MCX G-Poly Wizard to save work / avoid a steep learning curve ?

MCX G-Poly Wizard semi-automates most work required to make G-Polys, and can output FSX SCASM / ASM G-Polys that use DDS. :wizard:


GaryGB

Thanks Gary for the information you listed. But what about the texture offsets in the preview window I've shown above when imported into Gmax? Why are the images offset, or shifted when I import bmp textures? Would you know anything about that?

Ken.
 
Hi Ken:

You indicated that you used a BMP from Bill's tutorial, which was IIRC, originally a GIF file on a web page (cited / linked here):

https://www.fsdeveloper.com/forum/threads/about-gmax-for-fs2002.460061/post-934300


Where did you get the "rwy_markings.bmp" file in your ZIP attached above ? :scratchch


Loading that file type regarded as a non-DXT Windows 24-bit BMP, I also get an error message when opening it in PhotoPaint:

kmanning_ 2B2 _rwy_markings_BMP-1_Corel_PhotoPaint.jpg



However, P3Dv5 SDK ImageTool is able to open it without an error message:

kmanning_ 2B2 _rwy_markings_BMP-1_P3Dv5_ImageTool.jpg



Since you elsewhere mentioned GIMP was used in processing images for this project, that raises questions as to "Color Space".

kmanning_ 2B2 _rwy_markings_BMP-1_GIMP_Properties.jpg



In some FS SDK texture image source compatibility scenarios, "Color Space" (aka 'GIMP built-in sRGB') may be problematic.

https://www.fsdeveloper.com/forum/t...gimp-2-i-still-dont-get-it.445375/post-822307


https://www.google.com/search?q=site:+www.fsdeveloper.com+GaryGB+GIMP+sRGB+BMP&client=firefox-b-1-e&sca_esv=4aa233782b511ba8&channel=entpr&ei=unx2aLbGA8qGw8cPgZW26Qg&ved=0ahUKEwi2i7jFn7-OAxVKw_ACHYGKLY0Q4dUDCBA&uact=5&oq=site:+www.fsdeveloper.com+GaryGB+GIMP+sRGB+BMP&gs_lp=Egxnd3Mtd2l6LXNlcnAiLnNpdGU6IHd3dy5mc2RldmVsb3Blci5jb20gR2FyeUdCIEdJTVAgc1JHQiBCTVAyBxAhGKABGApI6q8BUNsfWMKrAXABeACQAQCYAZECoAHdF6oBBzEyLjE1LjG4AQPIAQD4AQH4AQKYAhygAtkXwgIOEAAYgAQYsAMYsQMYgwHCAg0QABiABBiwAxhDGIoFwgIIEAAYgAQYsAPCAgsQABiABBiwAxixA8ICFxAuGIAEGLADGLEDGNEDGMcBGMgD2AEBwgIOEC4YgAQYsAMYyAPYAQHCAhQQLhiABBiwAxjRAxjHARjIA9gBAcICGhAuGIAEGLADGLEDGNEDGIMBGMcBGMgD2AEBwgIKEAAYgAQYQxiKBcICDhAuGIAEGLEDGNEDGMcBwgIOEAAYgAQYsQMYgwEYigXCAgUQLhiABMICBRAAGIAEwgIOEC4YgAQYsQMYgwEY1ALCAggQABiABBixA8ICCBAuGIAEGLEDwgIQEC4YgAQY0QMYQxjHARiKBcICDhAuGIAEGMcBGI4FGK8BwgILEAAYgAQYsQMYgwHCAgsQLhiABBjRAxjHAcICHxAuGIAEGNEDGEMYxwEYigUYlwUY3AQY3gQY4ATYAQHCAgcQLhiABBgKwgILEC4YgAQYxwEYrwHCAhQQLhiABBiRAhjHARiKBRiOBRivAcICIxAuGIAEGJECGMcBGIoFGI4FGK8BGJcFGNwEGN4EGOAE2AEBwgIFECEYoAHCAgUQIRirApgDAIgGAZAGFLoGBggBEAEYCJIHBzEzLjE0LjGgB_KzAbIHBzEyLjE0LjG4B9AXwgcIMi4xOC41LjPIB04&sclient=gws-wiz-serp


It is also possible there are procedural issues in GMAX with image texture Material UVW mapping or conversions / translations:

https://www.fsdeveloper.com/forum/threads/about-unwrap-uvw.424811/post-626350

https://www.fsdeveloper.com/forum/threads/gmax-is-not-exporting-textures-why.446765/post-836492

https://www.google.com/search?client=firefox-b-1-e&channel=entpr&q=site:+www.fsdeveloper.com+GMAX+BMP+offset


FYI: I do not currently use GMAX; I used it briefly 20+ years ago to follow a (MS FS2002 SDK ?) DC-3 aircraft modeling tutorial.


I later did a GMAX version of 2B2 RWY 28 / 10 Plum island using a modified freeware SCASM / ASM object from Sim-Outhouse.


Perhaps others here with in-depth GMAX experience may advise you on specific 'GMAX' issues using your attached project files.

GaryGB
 
Last edited:
Hi Ken:


It is true that pre-FSX legacy format SCASM / ASM coded G-Polys and other 2D / 3D models use BMP; but for FSX, Bill opted to use DDS.

Yes, you're correct and if I remember correctly, flight sims prior to FSX used bmps in the sim as textures.

You may recall that GMAX does not work directly with DDS -or- DXT texture format:

Yes, I do recall and you're correct.

AFAIK, "plain-vanilla" BMPs must be used with GMAX, so file format swapping is required to work with GMAX texture Materials.

Yes, and must be 24 bit.

BTW: BMP DXT3 is used if gradient variable transparency is required; DXT1 is to define total On / OFF type transparency (or opacity)

Oh, okay. I've wondered if they had anything to do with transparency and opacity. You mentioned variable transparency. Does that mean that DXT5 would be more transparent than DXT1, and as you go from DXT1 to DXT5, it gets more transparent, or vise-verse, if I have that backwards?

PS: I do not recommend using Martin Wright's DxtBmp or ConvImx graphics utilities, as they may easily be misunderstood by new users.

I have that utility but I don't hardly use it. In Bill's tutorial, he uses the imagetool


Ken.
 
Oh, okay. I've wondered if they had anything to do with transparency and opacity. You mentioned variable transparency. Does that mean that DXT5 would be more transparent than DXT1, and as you go from DXT1 to DXT5, it gets more transparent, or vise-verse, if I have that backwards?

DXT1 is either fully transparent -or- fully opaque with no gradations, so it is not 'variable' transparency.

DXT5 IIRC, can be variable transparency, but IIUC, it is used more for achieving better compression (prior to MSFS).


I have that utility but I don't hardly use it. In Bill's tutorial, he uses the imagetool

Martin Wright is a brilliant programmer with graphics, and contributed extensively to FS and Train Sim for many years.

It is just that the use of texture formats has become more complex in recent years, so it is best to use MCX for such conversions.


FYI: Although Arno previously used FS SDK ImageTool for years as the graphical utility for MCX, he uses something else now.

GaryGB
 
Last edited:
Hi Ken:

You indicated that you used a BMP from Bill's tutorial, which was IIRC, originally a GIF file on a web page (cited / linked here):

You may be correct. I just know according to Bill's tutorial, he uses psd files. I just used bmps because I've got into that habit. I did convert those images to psd and they worked just fine in Gmax with no offsets. I was just curious as to why the bmps were offset, and that created a problem unrapp;ing the UVW. Now there are some bmps that I've used that were perfectly aligned with no offsets, such as the texture file for myhouse tutorial. It imported perfectly. I like to know why but it's no big deal since I can use psd. I just wanted to know why they were offset like that.

Where did you get the "rwy_markings.bmp" file in your ZIP attached above ?
I've just copied the image from the tutorial and converted it to bmp 24 bit in Gimp. I thought I would attach it so that others can try it and see if they have the same issues.

:scratchch


Loading that file type regarded as a non-DXT Windows 24-bit BMP, I also get an error message when opening it in PhotoPaint:

View attachment 97139


However, P3Dv5 SDK ImageTool is able to open it without an error message:

View attachment 97140


Since you elsewhere mentioned GIMP was used in processing images for this project, that raises questions as to "Color Space".

View attachment 97141


In some FS SDK texture image source compatibility scenarios, "Color Space" (aka 'GIMP built-in sRGB') may be problematic.

I'm glad you broght that up because I've just thought about that the other day. I haven't tried checking that box just yet but I'll try it today and see what the results are. The box was uncheck.

It is also possible there are procedural issues in GMAX with image texture Material UVW mapping or conversions / translations:

These are the steps I use to texture my model:

1. I import the model
2. I select the Modify button and select the object I want to texture.
3. I select the UVW mapping from the list.
4. I open the Material Editor and select my texture, click Open, clcik Apply, and click the blue/white checkerboard icon. If I need to remap, I select UnwrapUVW, click Edit, and set the vertices.

Thanks so much for the information you provided. Now to continue from where I left off.


Ken.
 
Hi,

To continue, I have a question about how Bill processes the texture like the one shown below:


rwy_markings.jpg


The top portion is the diffused layer and the bottom portion is the alpha channel. Bill states that with alphas, black renders as transparent and white as fully opaque. Did he use Photoshop to make the black portion transparent? If not, what technique or process did he use? The technique I use in Gimp is that I use the upper portion, or the diffused layer, as it's called, and use the Frizzy Tool and select the background. After it's selected, I press the delete key and the background becomes transparent. This may not be correct and that's why I want to understand Bill's technique using the black background.

Ken.
 
Last edited:
Hi,

To continue, I have a question about how Bill processes the texture like the one shown below:

The top portion is the diffused layer and the bottom portion is the alpha channel.

Bill states that with alphas, black renders as transparent and white as fully opaque.

Did he use Photoshop to make the black portion transparent?

If not, what technique or process did he use?


The technique I use in Gimp is that I use the upper portion, or the diffused layer, as it's called, and use the Frizzy Tool and select the background.

After it's selected, I press the delete key and the background becomes transparent.

This may not be correct and that's why I want to understand Bill's technique using the black background.

Ken.

If you "select the background, and after it's selected, press the delete key and the background becomes transparent":

...that creates an 'On / Off' DXT1 -type of transparency:

pure Black (RGB 0,0,0) = fully transparent

pure White (RGB 255,255,255) = fully opaque.


Bill's Alpha channel contains a mix of gray scale values ...'probably':

pure-Black (RGB 0,0,0) = fully transparent

mid-Gray (RGB 153,153,153) = partially opaque

...so we can see that he used DXT3 to achieve variable transparency / opacity.


The best way to understand how Bill Womack made the scenery for 2B3 Plum Island is to purchase the package and examine it on your computer:

https://orbxdirect.com/product/2b2-6b6


Regarding the component parts used in making Bill's 2B2 RWY G-Poly, please refer to the original tutorial article in my ZIP archive linked above:


Sim Pilot Magazine/FSX - Bill Womack - Creating High-Detail FS Ground Polygons.htm

https://www.fsdeveloper.com/forum/threads/about-gmax-for-fs2002.460061/post-934300



"Here’s the texture I worked from. The final texture had room leftover at the bottom, which I used for runway markings so I wouldn’t have to use another sheet for them. The pink areas show the alpha channel masking. Red equals transparent in the Photoshop display.

1752700390809.jpeg

"


Open the actual DDS texture mapped onto the G-Poly in FSX or P3D SDK ImageTool, and it shows the DDS image (with MIPMAPs) is DXT3:

2B2_RWY_Overlay_DDS_SDK_ImageTool.jpg


ImageTool Menu > View >Alpha shows the DDS-DXT3 Alpha Channel contains variable Transparency:

2B2_RWY_Overlay_DDS_SDK_ImageTool_Alpha.jpg



Note that in the texture image above, there are a range of gray scale values from pure-Black to middle-Gray, but no pure-White.


If one created an Alpha channel in GIMP for such an image, it could be configured to appear similar to how it looks in PhotoShop:

https://www.google.com/search?q=GIM...O4B-sGwgcHMC4yLjguMcgHMw&sclient=gws-wiz-serp

GaryGB
 
Last edited:
If you "select the background, and after it's selected, press the delete key and the background becomes transparent":

...that creates an 'On / Off' DXT1 -type of transparency:

pure Black (RGB 0,0,0) = fully transparent

pure White (RGB 255,255,255) = fully opaque.


Bill's Alpha channel contains a mix of gray scale values ...'probably':

pure-Black (RGB 0,0,0) = fully transparent

mid-Gray (RGB 153,153,153) = partially opaque

...so we can see that he used DXT3 to achieve variable transparency / opacity.

Yes, that's what I was thinking. I've tried that process but for some reason, the black and gray portions are not transparent in the sim. Here's what I did:

I opened the imagetool.exe
clicked on File, clicked Open, selected my bitmap and clicked Open:


imagetool_1.jpg


I don't know if this makes any difference but notice that this is a 24 bit bmp and I wasn't for sure if I needed to convert it to 32 bit before importing this image. Then I go to Image, Format, and click DXT3:


imagetool_2.jpg



Now here's the output:

imagetool_3.jpg


But notice next to where it says Alpha, it says None. So I've tried adding the alpha channel and converting the image to a 32 bit bmp in Gimp, then trying again using the imagetool. I've also tried converting the image to psd. But each time, it always says None. You'll notice In Bill's tutorial, it says Alpha next to Alpha. Should my file also say Alpha? If there's no alpha channel in my file, there will be no transparency. So, I'm puzzled about this. Here's what it looks like in the sim:


imagetool_4.jpg


Notice that in the background of the number 28, there is no transparency. So, does the image tool actually make the image transparent when one selects the DXT3 and saves the file as .dds?


The best way to understand how Bill Womack made the scenery for 2B3 Plum Island is to purchase the package and examine it on your computer:

https://orbxdirect.com/product/2b2-6b6

Okay, I'll purchase it.

Ken.
 
Last edited:
Back
Top