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Is this subpanel available in Blender?

Severin

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ca-ontario
Gentlemen, I've spent countless hours trying to figure out how to map asphalt textures(to my ground poly) in Blender. Sorry to disappoint but I gave up on it.It was easier with 3ds Max 2015 with this L W H option. Hence I brought all my ground poly work back into 3ds Max but I'd like to know for the future. Thank you.

Untitled.png
 
Do you have an example of what the x file looks like for your requirement? Maybe something can be added to Blender2FSX or Blender2P3D. I see X,Y,Z scale, but not sure how that will translate to producing a proper mdl or x file.
 
Do you have an example of what the x file looks like for your requirement? Maybe something can be added to Blender2FSX or Blender2P3D. I see X,Y,Z scale, but not sure how that will translate to producing a proper mdl or x file.
Goodevening ronh, I'm sorry,I don't understand the question. Would you like me to produce a saved .X file?
 
I don't have 3DS max so I can't determine how to make blender produce an MDL file with texture L W H values - Blender has Scale X Y Z. So if we use those I need to translate them into L W H values that 3DS uses to export to the x file. The x file is an intermediate file before making an MDL file. Does 3DS allow you to keep that intermediate x file?
 
I think Severin wants to know if Blender lets you specify the size of the mapping directly as Max and Gmax do, where L is length and W width. A ground poly could be mapped to a 2260 metre square texture or an aircraft's wings and empennage to a 47ft by 94ft texture, for example.

Does Blender do that or are X, Y and Z (mapping scale) only percentages of a size set automatically by Blender?
 
Last edited:
Oh I believe Blender has that functionality. That is, I think that I know what @Severin means. I'll be back later.

Looking forward to your answer @Dutcheeseblend :D

I think Severin wants to know if Blender lets you specify the size of the mapping directly as Max and Gmax do, where L is length and W width. A ground poly could be mapped to a 2260 metre square texture or an aircraft's wings and empennage to a 47ft by 94ft texture, for example.

That's right :D @hairyspin
 
Hi @Severin! Now I must admit I had nearly forgotten to come back, but... probably this is what you need:

upload_2016-6-17_10-8-58.png


It's in the Texture tab, next to Material.

To be honest, I do not know exactly if this fits the bill. But it popped up in my mind when I saw your request. I do not do any scenery modelling with Blender, so probably someone else can shed his light on this as well.

Let me know if this is the function you need.
 
Hi @Severin! Now I must admit I had nearly forgotten to come back, but... probably this is what you need:

View attachment 29136

It's in the Texture tab, next to Material.

To be honest, I do not know exactly if this fits the bill. But it popped up in my mind when I saw your request. I do not do any scenery modelling with Blender, so probably someone else can shed his light on this as well.

Let me know if this is the function you need.

Alright,I will give the "size values" a try. I figured I should drop a short message just to engage your attention knowing how busy everyone is! Thank you.
 
Hi @Severin! Now I must admit I had nearly forgotten to come back, but... probably this is what you need:

It's in the Texture tab, next to Material.

To be honest, I do not know exactly if this fits the bill. But it popped up in my mind when I saw your request. I do not do any scenery modelling with Blender, so probably someone else can shed his light on this as well.

Let me know if this is the function you need.

Dutcheeseblend, would you happen to know where in the X file template this needs to be exported to?

Somehwere in this part of the x file code?

Code:
Material blue0 {
  0.588235; 0.588235; 0.588235; 1.000000;;
  0.000000;
  0.900000; 0.900000; 0.900000;;
  0.000000; 0.000000; 0.000000;;
  TextureFileName {
     "oil_rig_texture_2.dds";
  }
  DiffuseTextureFileName  {
    "oil_rig_texture_2.dds";
  }
  FS10Material {
    0.588235; 0.588235; 0.588235; 1.000000;; // Diffuse component
    0.900000; 0.900000; 0.900000;;     // Specular component
    0.000000;              // Specular power
    1.000000; 1.000000;          // Detail and bump scales
    0.200000;              // Scale environment level factor
    0;              // Do not use global environment
    0;              // Do not blend env by inv diffuse alpha
    0;              // Do not blend env by specular map alpha
    0; 0; 0;      // Fresnel - diffuse = NO, Specular = NO, Env = NO
    0; 0; 0.000000;      // Precipitation - Use = NO, Offset = NO
    64.000000;              // Specular Map Power Scale
    "One"; "Zero";  // Src/Dest blend
 
Dutcheeseblend, would you happen to know where in the X file template this needs to be exported to?

Somehwere in this part of the x file code?

Just tested both of the panels I mentioned with the B2X exporter and it appears that, if the XYZ Size of the Mapping panel is different than 1, the texture is kicked out by the exporter (no DiffuseTexture entry in the .X). I do however not know where the settings need to be exported to, so probably someone could produce a standard file with these settings in 3DS or gMax to compare the .X?
 
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