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Invisible textures problem

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germany
Hi,

I'm aware of Horst's thread about disappearing textures, but I thought I'd open a second thread because the phenomena I experience does not include the curvature of earth scenario.

I have several scenery objects, some converted with SAMM, that show nicely in MCX but act up in FSX / P3D. The most recent was a static aircraft from Guy Diotte, which was designed in GMAX. If I exceed placing a certain number of this object, say 10, the textures would disappear. Stay below and they look fine. Since Guy used material colors on this static aircraft the parts which are material colored stay visible, but the texture set is completely transparent.
So I tried to burn the colors into the texture with the MCX drawcall reduction to see what happens. It produced a new texture file with the colors and improved the drawcalls considerably. But the phenomena prevails exactly, which is even more strange, because the material colors which are now in the same texture set as the invisible main texture are still visible. This proofs that the texture file is actually used and correctly adressed. This also suggests to me that maybe there is a problem with the GMAX texture assignment which is intrinsic to the 3D model, but I'm not sure.

I fired FSX / P3D up with the error handling switches set in the fsx.cfg to see if there are any unseen calls for textures which are not present (I've had that with _LM night masks before), but nothing, no errors or missing stuff.

Any thoughts on that phenomena?

Cheers,
Mark
 
Invisible Objects

I have experienced the same problem as Mark (Roger-Wilco66. The invisible object problem occurred for me while using both SBuilderX and Object Placer within FSX. It seems to be connected to the number of a specific object placed at one time. Example 5 objects placed no problem with bgl file installed. Make another bgl in the same scenery using the same object but this time place 12 of the same object. All the objects in both bgl's disappear.

I returned and removed 6 of the objects from the original 12 and all shows up just fine. Anyone have any ideas. :confused:

Help!! Tom
 
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Hi Mark and Tom,

I have not experienced this problem myself yet.

One thing that comes to my mind is that the drawcall batching might have something to do with this. That might explain why all objects are affected.

Mark, after using the drawcall minimizer, where the coloured parts still in a different material? If not all material settings are the same they might still be a separate material. I would guess only material with too many triangles or so are affected.
 
Arno, the original F4U model had 13 drawcalls, mostly because of the material colors. After optimizing this was reduced to two. One drawcall for the texture set, one for the material colors which were burned into the __same__ texture file.
Altogether, it has 23000 triangles and 40472 texture vertices.
I tested and tried the original, un-optimized F4U version which I only scaled in MCX, but the problem was the same. So I guess the problem not tied to the drawcall minimizer.

Since this phenomena is happening to several objects, I have the impression that one scenery object in the project has a problem which makes other objects loose their textures under certain conditions. Sounds a bit crazy. I'll do some further testing.

Thanks,
Mark
 
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Disapearing objects

Hi I too have the problem where any more than 5 of the same objects all disapear.
I am using ADE 1.50 FSX wit Acceleration on Windows 7 64 bt.
Any comment would be helpful
John
 
Does the batched material in question exceed 65535 triangles, if you take into account the number of instances placed?

I suspect that is the problem.
 
I am not sure if the limit is also 65536 with the drawcall batching, but indeed if you have too many triangles in a combined drawcall the objects all disappear.

Seems to be a bug in fsx. So if you want to place a lot of instances the drawcall batching might sometimes not be best.
 
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