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FSX FSX G-MAX Question

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Hopefully this is a quick question.

In the FS9 G-MAX when mapping textures, you had day textures and night textures ie.. lm textures.

In the FS9 Material Editor, I used the Ambient for LM textures and Diffuse for day textures.

New-Material.jpg

Material-Editor.jpg



It's looks pretty much the same in FSX. I've tried to use the same steps I've used in FS9 to apply lm textures to the models I create in FSX, but it's not working.

Would anyone here know how to apply the lm textures in the FSX G-MAX models??
 
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LM textures are a little different. Use the "Self Illumination" slot under the flightsim materials rollout (or in the Blinn box).
 
Then...

...scroll down in the FSX Material's properties and select one of the desired lighting types!

For _LM textures I would suggest MultiplyBlend or MultiplyBlendUserControlled. The latter however is permanently tied to the "Panel Lights" circuit, so if you wish to have direct control over the lighting...

...create two FSX Materials; one lighted, the other without lighting, then control which is used using a <Visibility> script and a custom L:variable or another A: lighting variable.

The only disadvantage of the latter technique is that two sets of polys are required, so using this to control -say- logo lighting for the exterior model is probably not a "good idea" unless you select/detach/clone just the skin of the vertical stabilizer!
 
Thanks again. Do these textures need to be dds texture or will bmps work, what's the best way to go and does the dds textures need to be up side down??
 
For fsx Dds is better, but could work with Bmps, I think the editors flip the textures automatically, when must one take care is when repainting or manipulating in someway the textures, the you should flip the textures before export as .dds:cool:
 
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