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FSX texture tutorial

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Hi!


I'm wondering if anybody knows about a step-by-step screenshot tutorial how to create transparent and shiny texture for FSX in gmax. I was looking everywhere but I do not find any good tutorial. E.g. How to create a trees with transparent texture in one poly like in FS2004 with alpha channel. Or how to create a wired fence from one poly with the same method but really for FSX!

I've found some thing to use the material editor, but it is very difficult if I do not see where to push the buttons, from texts I do not understand :confused:

Do you know such well pictured (or video) tutorial?
 
I see nobody has one.

I promise if I find out how to do it, I'll do a video training manual how to do it for similar guys like me who understands only from pictures.


I've seen that the textures (layers) should be added in the material editor, but which option for which texture layers belong, I mean transparency for Ambient? shining to diffuse? if somebody could tell me this would be very helpfull. Or give me a link where there is an overview about that.

Than other question, if I add the layers in material editor, how shall I save my textures? Or it is automaticaly added by export??

Sorry for FSX I completaly stupid...
 
Hi,

I've seen that the textures (layers) should be added in the material editor, but which option for which texture layers belong, I mean transparency for Ambient? shining to diffuse? if somebody could tell me this would be very helpfull. Or give me a link where there is an overview about that.

The normal texture goes in the diffuse slot. If this texture has transparency (alpha channel) no special slots are used for that. The night texture goes into the self-illumination slot. Bump textures into the bump slot and reflection ones in the reflection slot.

The SDK contains great documentation on the FlightSimX material, did you check that already? It has loads of examples.

Than other question, if I add the layers in material editor, how shall I save my textures? Or it is automaticaly added by export?

Within GMax you can not use the compressed formats FS is using. So either use a 24/32 bit BMP or a PSD file. You will manually have to compress these textures into the DDS/DXT formats that FS prefers. Don't forgot to add mipmaps as well then.
 
Hi Arno!

Thanks for your help!

I'll try it.


One more question: You say:
If this texture has transparency (alpha channel) no special slots are used for that.

Than how do you do it? Because I've tried the old FS2004 way of alpha channel, but the transparency is wrong. The object is transparent but only the background is visible, the objects behind not.

Arno! Is it helpfull to use your ModelConverterX tool?
 
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Than how do you do it? Because I've tried the old FS2004 way of alpha channel, but the transparency is wrong. The object is transparent but only the background is visible, the objects behind not.

Not sure if I understand completely. But to the alpha channel in the texture nothing has changed. In the FlightSimX material you need to press the "Set Default Transparent" button to enable the display of the transparency, else the alpha channel is ignored. If you have display order problems after that, you might need to change some of the settings like Z-Write.

Arno! Is it helpfull to use your ModelConverterX tool?

I am not sure how ModelConverterX could help with making your GMax materials :). So I think not, unless you are converting some object.
 
It sounds as though you are setting up a Standard Material, otherwise transparency would not have worked without the proper settings.

You must use a "FltSimX Material" for ALL materials in FSX. If you then use the "Set Default" transparent buttons most things will work.

Semitransparent textures and trees are a different case - and will usually require Z-test to be set (Trees, usually Greater, around 128 -- experiment a bit for best results)
 
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