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FSXA First try at MCX

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us-vermont
I tried ModelConverter's ground wizard and it is a marvelous step forward.

I put skid marks on my 518 meter stretch of custom runway...but they have some artifacts in the skidmarks due to compressing
a long wide texture into a 1024 x 1024 DDS DXT5 texture. Not too bad though.

If I break the texture into a series of 1024 pixel wide textures...(messy)..., I go over the "apparent limit" of 6 levels, because each texture has to be treated separately as a level. Is there a way around this? Are there only 6 levels? I never got as high as 6

I also put runway grooves as a layer, as an experiment. I reasoned that runway grooves are only really necessary to display directly in front of an aircraft ready to start a takeoff roll so they made them only visible for 100 meters. They actually are visible, but not very clear. Looks good from outside the plane, though.

No one looks for runway grooves on landing, though...."OMIGOD, JoAnna, look!!!!!.....those runway grooves need another power wash..remind me to call the airport manag..OOPS....BANG!!!

I had no luck initially getting textures to display until I used only Standard textures, not multi-textures. Perhaps the documentation could address this for beginners who might get frustrated.

I also found that sometimes all the texture levels were not picked up, but I stumbled into a fix somehow.
 
Hi John,

Thanks for the feedback.

Not sure what you mean with texture levels here, can you explain that a bit more?

Multi-materials from GMax should work fine. What does not work with ground polygons is advanced features like bump maps, these can not be used in the FS2002 style code of the ground polygons.
 
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