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Gmax is Not Exporting Textures, WHY!

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1,269
Hi,
I've been working with Gmax for my projects, and I've gotten used to many of it's functions, but still have more to learn. I've learned quite a bit from using Gamx. For some reason, it is not exporting the ground textures, and all of the textures that came with the model. Gmax allows me to export as an mdl and when imported into MCX, it shows up as the original, except there are no ground textures, such as taxi lines, grass textures, runway lines, parking spots, and all of the ground textures. It has imported a few of them into the materials of MCX, but I noticed their names are wrong, just as it always is. It's my understanding that if the texture names do not match the original model, they won't export. I've been trying to work with this for several days and I'm just getting fed up with how difficult it is to make everything work. Why is it that it is so difficult for all of the textures not to be imported and exported by their original names? The same problem exist in every modeling program I used. I'm doing the same project I've been working on, but this time I'm doing it in Gmax because it's the modeling program used by most developers and supposed to work with the SDK using the D3S format. I exported as a 3ds file from MCX into Gmax. It took a while but I can at least get around in Gamx, and the tutorials have helped out. After I've made my edit, I exported as an mdl. When I import into MCX, there are no ground textures, such as those that came with the original model. Is there something I need to do in Gmax to make this work, and if so, what? I want detailed information or point me, directly, to where I can get the information that is unique, and not something that's off base that is not unique to my issue. I've looked and searched and has not turned up anything.

Ken.
 
IIRC the 3ds mesh has the uvw mapping of the original parts but does not assign any materials. So it's normal procedure to recreate the materials in gmax using the settings needed (3ds wouldn't know about those) and depending on the complexity of the project this can be daunting. However, MCX does show the material settings used originally, and it can show which parts are associated with which material, and the 3ds mesh thankfully groups all parts using the material as one object, at least I think it does, or can be made to do.
 
When you import a 3DS file into GMAX, the textures are indeed not displayed on the model. You need to go to the Material Navigator (button with multiple colored balls) and double click each material there (not the individual textures, if any). You will see a little blue and white cube - click it. That will display the textures on the model.

Then you need to go to the Maps section of that material and see what the texture name is (or are, if there are more than one). If it is a bizarre thing, that's because the 3DS format only supports 8 character texture names and yours was longer. Click the texture name, then click on the Bitmap: button with the path to the texture, and browse to the actual texture with the correct name. Select and click Open. This will change the bizarre name to the correct one. Repeat for any other textures in this material.

Repeat this for all materials in your object.
 
Thanks Tom,

But for some reason, there is one texture I know of that is still not being loaded into the Material Navigator, and that is the kdfw_det10.tiff, which shows the painted gate parking number on the ground. I even added it to the navigator manually but the texture still will not show up in the model. In the model, it should show every parking stand number which I think is mapped on top of the model. That is shown in the original model but it's not shown in mines.

Before I waste time on this workflow, there's one thing I need to know. Will Gmax work for the Lockheed Martin SDK version 4.5 or is it only for 3DSMax? When I open the SDK and open the folder modeling, I only see a folder by the name 3ds max, but nothing for Gmax, nor the gamepack. So, I'm wondering that when I export my models in Gmax, will I be able to do so using the P3D SDK version 4.5? Gmax only exports in the P3D format file, unless you have the gamepack, which will allow you to export an mdl file.

I also wonder which is the best way to import a model into Gmax from MCX. In MCX, there is a 3DS and a 3DS old. What's the difference? I've been using the 3DS, but I wonder if that's for 3DSMax only. Do I need to make another selection for importing into Gmax, such as obj?

Ken.
 
FS does not display TIFF files - are you converting it to an FS compatible format?

The P3D 4.5 SDK will not work for GMAX directly, you would probably need to import the FSX model (MDL) into MCX and then export it in P3D format. Of course, the FSX format model file will work and display in P3D just fine, so no conversion should be necessary unless you want to use some P3D-only features.

Arno "improved" the 3DS export process a while back, but there was a problem with 3DS files being incompatible when loaded into GMAX. So Arno added the 3DS Old format in case this happened to people and they needed the old version. If the 3DS option imports into GMAX OK, there's no need to use the 3DS Old format.
 
As Tom says. Note that 3ds Max produces .max files. It'll read and export a number of other formats too, but .3ds is so old its whiskers are greyer than mine. I always found .bmp and .jpg worked well with Gmax for texture files.
 
FS does not display TIFF files - are you converting it to an FS compatible format?

Do you mean when I export from MCX and Import into Gmax? I've been using tiff files for my textures when I'm exporting and importing between MCX and Gmax. I knew FS uses DDS files for textures but Gmax will tell me that it's an invalid file if I try to use the DDS format. So, I've been using the TIFF files. Should Gmax be able to use DDS files?


The P3D 4.5 SDK will not work for GMAX directly, you would probably need to import the FSX model (MDL) into MCX and then export it in P3D format.

Thanks for clearing that up. I thought that might be a possibility that it would not work. So, I assume I need to use the FSX SDK if I'm using Gmax.


Ken.
 
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As Tom says. Note that 3ds Max produces .max files. It'll read and export a number of other formats too, but .3ds is so old its whiskers are greyer than mine. I always found .bmp and .jpg worked well with Gmax for texture files.

I didn't think the 3ds was that old or been out that long. Which do you prefer, TIFFs or BMPs? It seems that TIFFs work better for me.

Ken.
 
Do you mean when I export from MCX and Import into Gmax? I've been using tiff files for my textures when I'm exporting and importing between MCX and Gmax. I knew FS uses DDS files for textures but Gmax will tell me that it's an invalid file if I try to use the DDS format. So, I've been using the TIFF files. Should Gmax be able to use DDS files?


Hi Ken:

Please see:



If you use MCX to convert *.DDS or *.TIF to *.BMP prior to export as a *.3DS, those *.BMPs can each use a single Alpha channel for transparency in addition to any visible ("diffuse") texture mage.

*.JPG will not be capable of retaining any transparency via a Alpha channel. ;)


GaryGB
 
Hi,

I assume that TIFF is OK if you've been using it before. I always use 24 bit BMP files because I know they work. Since I know that some BMP formats will display offset in GMAX, I don't trust anything but 24 bit BMP files. GMAX will not load DXT or DDS textures AFAIK.

AFAIK, the last SDK to use GMAX was indeed FSX.

Your numbers on the model may not be displaying due to changes in the material settings that occurred during conversion (transparency, Z-bias, ground polygon layer numbering, etc.). It could be a lot of things. Why the texture does not show up at all may be a limitation or bug in MCX - can you find the polygons in the model that would actually use that texture? I think that there are limitations on different layers using the same texture file, for example.
 
If you use MCX to convert *.DDS or *.TIF to *.BMP prior to export as a *.3DS, those *.BMPs can each use a single Alpha channel for transparency in addition to any visible ("diffuse") texture mage.


I assume you're referring to Gmax and not Sketchup as my modeling tool. So, it sounds like you're saying that BMPs is the format to use, and I agree. I've tried converting the textures to BMPs prior to exporting into Gmax as a 3DS, but I get this message every time I want to texture in Gmax:

"Unsupported BMP Image File"

So, I don't understand why I'm getting this message if others are using the BMP format in Gamx. The only format I've been able to use is the tiffs, but I prefer the BMPs since you say that they can use a single alpha channel for transparency and the diffuse for visible textures. I think using the tiff format could be some of my issues.

Ken.
 
I assume that TIFF is OK if you've been using it before. I always use 24 bit BMP files because I know they work. Since I know that some BMP formats will display offset in GMAX, I don't trust anything but 24 bit BMP files.

That's why I prefer it too. But as I mentioned to Gary, I keep getting this message when I import with BMPs:

"Unsupported BMP Image File"


GMAX will not load DXT or DDS textures AFAIK.

You're right. I've tried it and they won't load.


Your numbers on the model may not be displaying due to changes in the material settings that occurred during conversion (transparency, Z-bias, ground polygon layer numbering, etc.). It could be a lot of things. Why the texture does not show up at all may be a limitation or bug in MCX - can you find the polygons in the model that would actually use that texture? I think that there are limitations on different layers using the same texture file, for example.


Well, I think I may have found the problem here. After reading you post, I went back and re-imported the files into MCX that I was using to import into Gmax. Sure enough, I've found a problem. There are textures showing up that should not appear as they appear. And on top of that, I get a warning saying

2:07 PM M3DS Reader Warning Unknown Chunk: ***UNKNOWN*** (0x0000A08A):


KDFW.jpg



It does this when I export as a 3DS from MCX. It does not do this when I export as a Collada, but Gmax does not support Collada formats. I guess this explains why I see these same repeated textures in the Material Navigator in Gmax, and they are the wrong textures in the wrong places. So am I doing something wrong here, or maybe putting textures or and the model in the wrong folder? I export everything from MCX to the same folder. Or Do I need to set some preferences or something in the Options in MCX?

Ken.
 
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Just a question - are you using the latest development version of MCX? Don't use the stable version - too old.
 
Just a question - are you using the latest development version of MCX? Don't use the stable version - too old.


Yes, I'm using the development version. Arno has put out an update but I haven't got that one yet. It's been about 2 or 3 months since I've updated MCX.

Ken.
 
"Unsupported BMP Image File"
So, I don't understand why I'm getting this message if others are using the BMP format in Gamx.

You are trying to load a 32-bit (extended) BMP into Gmax, which produces exactly that error message. Convert it to 24-bit BMP and that particular error will go away. First, however, check if the enhanced BMP has any relevant data (any gray or black sections) in its alpha channel (use DxtBmp for that). Then convert to a suitable sim-compatible format (such as DDS) for use in sim, and to 24-bit for use in Gmax, again using DxtBmp or Convimx -- one file called mytexture.bmp (24-bit) for use in Gmax, and one called mytexture.dds for use in sim. Gmax itself exports models, not textures (see the title of this thread ).

BTW, Gmax will happily load alpha-enhanced .psd or .tga files and ImageTool or DxtBmp will turn them into sim-compatible dds's (or in fact BMPs), but that's maybe a step too far...
 
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I've tried converting the textures to BMPs prior to exporting into Gmax as a 3DS, but I get this message every time I want to texture in Gmax:

"Unsupported BMP Image File"

So, I don't understand why I'm getting this message if others are using the BMP format in Gmax.

https://www.fsdeveloper.com/forum/threads/gmax-is-not-exporting-textures-why.446765/post-836467

If you use MCX to convert *.DDS or *.TIF to *.BMP prior to export as a *.3DS, those *.BMPs can each use a single Alpha channel for transparency in addition to any visible ("diffuse") texture mage.


Note that MCX internally uses SDK ImageTool as the FS-compatible utility for texture image inter-conversion.


Did you convert your texture images mapped as Materials using:

MCX > Material Editor > {Textures} Tab ...feature set ? :scratchch


BTW: Sketchup can also import both *.PSD and *.TGA texture images mapped as Materials

Note as well that, both *.PSD and *.TGA allow multiple Alpha Channels (as does *.TIF ...which GMax reportedly can not import)


https://www.fsdeveloper.com/forum/threads/gmax-is-not-exporting-textures-why.446765/post-836499

Well, I think I may have found the problem here. After reading you post, I went back and re-imported the files into MCX that I was using to import into Gmax. Sure enough, I've found a problem. There are textures showing up that should not appear as they appear. And on top of that, I get a warning saying

2:07 PM M3DS Reader Warning Unknown Chunk: ***UNKNOWN*** (0x0000A08A):


It does this when I export as a 3DS from MCX. It does not do this when I export as a Collada, but Gmax does not support Collada formats. I guess this explains why I see these same repeated textures in the Material Navigator in Gmax, and they are the wrong textures in the wrong places. So am I doing something wrong here, or maybe putting textures or and the model in the wrong folder? I export everything from MCX to the same folder. Or Do I need to set some preferences or something in the Options in MCX?

Ken.


You may wish to try a *.3DS export with *.PSD or *.TGA texture image Materials instead of *.TIF ...using these MCX configuration settings: :pushpin:

https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-835965

GaryGB
 
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You may wish to try a *.3DS export with *.PSD or *.TGA texture image Materials instead of *.TIF ...using these MCX configuration settings: :pushpin:

https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-835965

GaryGB


I posted this info regarding use of MCX configuration settings prior to a *.3DS export work-flow using GMax ...for the topic in this GMax thread.


You may wish to further test using those MCX configuration settings prior to a *.3DS export work-flow using GMax, although I suspect that a GMax work-flow is likely to involve a greater amount of labor and associated learning curve. :alert:


Please see my recent edits to this original post here:

https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-835965


Feel free to move- or post a copy of- your latter reply immediately above into that existing thread / reply to it there ...instead of in this GMax thread. :pushpin:

I shall reply to questions (2) and (3) in your latter reply immediately above regarding the Sketchup / MCX work-flow within that existing linked Sketchup / MCX thread ...as my limited available free time permits. ;)

https://www.fsdeveloper.com/forum/t...round-markings-using-sketchup-and-mcx.446617/


GaryGB
 
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