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Gmax editable poly texture turns white

F747fly

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I've got a problem with texturing in Gmax.
Whenever I want to texture a surface that's been converted to editable poly with the material editor, the texture doesn't show but turns white (see images below). I already had this problem when trying to form the plane for a satellite image of the airport. Now I've got the same problem when trying to put a tarmac texture on the newly created surface (runways, taxiways, apron).
I've worked around the problem the first time by applying the texture to the plane before converting it to editable poly. This time though that would be very hard to do....

I've also discovered this only happens when using Gmax + FSXgamepack. It doesn't happen when simply using the normal Gmax...

Images:

Before applying material:

help1_zps243f43c9.jpg


After applying material:

help2_zps5551aea6.jpg


Am I doing something wrong?
 
Your material isn't showing on the material editor sphere, so it hasn't been assigned to the diffuse channel.
 
Your material isn't showing on the material editor sphere, so it hasn't been assigned to the diffuse channel.

Well I did assign it to the diffuse...

ADD: Just found that UWV mapping makes the texture show after all... seems a bit weird...
 
Well if the poly isn't mapped, how can Gmax know how much or little of the texture is to show on it?
 
Well if the poly isn't mapped, how can Gmax know how much or little of the texture is to show on it?
Everything has its default UV map. If you create plane or cube - it is mapped already by default that is why 3D editor knows "how much or little"
When you apply texture it is most likely kinda stretched.
 
That is not quite correct. Depending on how an object was created, it may or may not have a default mapping. Try making a simple circle using the Gmax spline primitives, converting to e-poly and apply a bitmapped material. No texture will show on the circular poly until it's mapped or has an Unwrap UVW modifier applied (which uses a default planar mapping if none has been applied before). I don't know which method F747fly has used to make his ground poly, but it no longer resembles any Gmax primitive or spline object, so will almost certainly need mapped, as he has just discovered.
 
That is not quite correct. Depending on how an object was created, it may or may not have a default mapping. Try making a simple circle using the Gmax spline primitives, converting to e-poly and apply a bitmapped material. No texture will show on the circular poly until it's mapped or has an Unwrap UVW modifier applied (which uses a default planar mapping if none has been applied before). I don't know which method F747fly has used to make his ground poly, but it no longer resembles any Gmax primitive or spline object, so will almost certainly need mapped, as he has just discovered.

Tru Dat...

Fxfox, haven't you ever modeled with splines?
 
bob, Im graduate designer using 3ds max also parts developer with solidworks, Sketchup for fun, Blender because I love it, C4D because I love to learn, Photoshop because of Photography, GIMP because of an interest.. Questions ?
 
And so, I just tried splines in 3DS MAX and yes, texture is there and guess what ? It has a map with coordinates in outer space.. But the texture is on the object.
 
Perhaps 3DS MAX has better viewport rendering than GMAX, that is why you cannot see any change after applying the texture. The texture is stretched so dramatically, so you see only one hundredth part of the pixel of this texture.. That is why mapping is needed which is correct. Also "My" theory is correct too, it cannot be thrown out into the bin. See, Gentlemen ?
 
fsfox, the OP is using Gmax. Perhaps you might try the same little experiment in Gmax, using its default settings.

F747fly, I don't think the FSX gamepack affects this in the least.
 
Tom, I mentioned Gmax in previous post.. Tried. Are swear words allowed in this thread ? :D
 
Hmm, usually all objects have uvs on them ... it is quite strange that gmax doesn't have ones for certain objects ... well maybe only because it is last century program ...
But anyway, even if there are no mapped textures, I would highly suggest to start using more modern software for example 3ds max 2015, it is really powerful and it is really enjoyable to use it.
It has so many different ways of UV mapping, modelling and shaping features.
 
Hmm, usually all objects have uvs on them ... it is quite strange that gmax doesn't have ones for certain objects ... well maybe only because it is last century program ...
But anyway, even if there are no mapped textures, I would highly suggest to start using more modern software for example 3ds max 2015, it is really powerful and it is really enjoyable to use it.
It has so many different ways of UV mapping, modelling and shaping features.

Well I've got 3DS MAX 2014, but how would the FSX_gamepack work with that?
 
Here is a different example of the issue: In this scene I took my chairlegs, and deleted the UVMap modifier I'd previously HAD TO ADD. Check out the error message upon render with mental ray.

That chairleg was made by drawing a line. THen rendering the line in the viewport with a rectangular section. Then converting to editpoly....then adding a turbosmooth and control loops. Upon adding material, it has no uvmap. You see it as brown in the viewport, but mental ray tells you the truth as you render.
 

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sorry for getting snarky, I've pulled my snarkier posts.

Basically this is a pointless argument. If you think there is always an automatic UVMap applied by Gmax or every version of 3dsmax right up to today's you are incorrect.

If you've never experienced a missing uv map....ok, fine.

When or if you do, remember this thread and just apply a uvmap modifier and enjoy your modelling.

Peace out.
 
Well I've got 3DS MAX 2014, but how would the FSX_gamepack work with that?
I think Latest P3D SDK will work with 3DS MAX 2014.. I use one with MAX 2012, but that was ages ago.. so check it out.
Moreover, you do not need any game pack if you don't have any plans for animation in your scenery.. simply export to OBJ then to MCX and job done.. Or try to re-educate yourself with Blender.. It is always nice to know something more than just MAX.. (Gmax)

sorry for getting snarky, I've pulled my snarkier posts.
No worries, Im getting harsh sometimes too.. And that is why we have got smileys here.. :eek::alert::yikes:
Peace ;)
 
Point of information. When creating an object, say a sphere, Gmax has a menu box labelled "Create UV co-ordinates". If it is ticked, the sphere is mapped fairly properly (no overlapping segments). If it is not ticked, the sphere is mapped as a planar projection from one side (not what you normally want). I believe Gmax remembers whether that box has been ticked or not. One hardly ever uses unmodified objects, so they normally have to be remapped manually.
 
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