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Arggg. I don't have the Slate material editor (I have Max 2008), but don't use sub-materials and use the old-fashioned Material Editor to set up your FSX materials to avoid confusion.




...huh. Yeah I probably never would have figured that out. Glad I started this thread, really would have been an uphill battle without it.First question: did you flip the texture vertically before saving as .dds? If you're using PS with the nVidia plugin there's an option to do that automatically. Next thing is does your texture overlap the seam edge by a few pixels? Exact pixel-for-pixel painting at the edges tends to show an unpleasant edge in FS.
Good to see you're getting an export going from Max 2017.![]()


Yeah, haven't seen it in there anywhere. Speaking of the SDK, my present objective is a good chrome effect on the prop spinner and exhaust. I think I've got a handle on how the spec maps work, hence how I got the nice yellow sheen on the brass prop leading edge, but I haven't figured out reflective chrome (that or it just doesn't do anything outside of FSX because cubemaps)It's a peculiarity of DirectX, something to do with the rendering engine as it's used in DirectX titles. Oddly, I haven't yet found where in the SDK we are told to flip textures when saving to .DDS – it may be the early FSX developers had a look at the stock models' textures and discovered this to be the case.

<FSData version = "10.0">
<FSModelData version = "9.175">
<Header>
<CreationDate>4/25/2017 12:00:00 AM</CreationDate>
<ModelVersion>10.0</ModelVersion>
<FriendlyName>isake_vajah</FriendlyName>
<ModelGuid>{502789af-bd7c-495d-a54a-9cfce2aedf33}</ModelGuid>
</Header>
<ShadowMapReady>FALSE</ShadowMapReady>
<!-- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -->
<!-- Exterior model -->
<!-- ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ -->
<Exterior>
<CrashTree><BoundingBox X="-5.95785" Y="-2.95334" Z="-4.27993" W="11.9162" H="4.24026" D="8.680429" />
<Nodes Count="149">



It's hard to see from your preview shot, but there's a spot on the aft fuselage that looks less like screwy normals and more like screwy smoothing, as if your model has duplicated, unwelded vertices. I'd weld everything within .001-inch or so before exporting to be certain.
-Could your open edges be where the fuselage halves join, since I presume this is how you used the symmetry modifier? My experience with 3DS is brief, so bear with me, but did you weld your vertices when you collapsed the mesh? Actually, your two fuselage halves are a single, collapsed part, right? I presume that the symmetry modifier mirrors geometry within a part, as opposed to being like a mirrored instance. I swear it looks like the end result of using the mirror button and not attaching the mirrored part.
-You could try solving the scale issue by resetting the scale of every part. You're lucky you're not using FS8 or 9 and makemdl: it would have never exported in the first place.
-If you have polys that can't be seen, why are they there? Optimize, optimize, optimize.
-If my suspicions are correct, you probably have a lot of colocated vertices.
-If the gauge parts all have the same name (as it appears in your log), then those are your duplicate names.
-No clue on the nonexistent objects - you may want to try creating a new scene, and merging your objects into it (this has the secondary benefit of only importing materials that are used, if you have some unused ones lying around). If it doesn't do anything, oh, well. If it does, however, you may want to proceed from there, and, of course, you'll need to re-tag everything...
-LODs on "hero" models are mostly a waste of time, so I wouldn't worry about that. I consider aggressive LODs to be an important part of any AI model, however...


Thank you so much, you nailed it. I really should have caught that issue but to be honest I glossed over the bumpmap section because they were coming out okay in MCX. The problem isn't completely solved, but the straight up broken lighting is gone and everything looks ten times better, considerably closer to its appearance in 3ds max. The last problem seems to be split lighting across the cowling taper and front, as if the depth mapping is being reversed on one side. I suspect this has to do with my using the wrong neutral color; I'll update if I figure it out.Bump maps have to be produced by ImageTool to work well in FSX. See here:
http://fsdeveloper.com/forum/threads/beware-the-bump-maps.56595/
Even if it won't fix problems, it'll at least narrow down the list of suspects.

Thanks. Diving into airwrench; any advice on dual lifting surfaces that aren't technically biplane? I'm guessing I can just rig it as a biplane and offset the lower wing to the aft, though I'm not certain that would cooperate with the elevator setup. Any general tips?Congratulations. All you need now is two Kerbals in the cockpit (bonus points for names straight out of KSP's Kerbal generator on the flight suit). Or some kind of stereotypical ace pilot figures.
