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MultiMaterials

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unitedkingdom
Whenever I apply two or more textures to an object, it creates the multimaterial, however it also creates another 7 default materials Mtl#1-7, with my custom one being the last, meaning I can't delete the rest of them.

Anyone knows what this is about. It's just a pain.
 
Create the Multi-Material yourself with the desired number of sub-materials, then apply that to your object.

Never rely on Max/GMax to automatically generate a Multi-Material... ;)
 
It is also a bad practice to drag the texture on to the model, makes a big mess. (Thought I'm not saying you did that :D)

Build the material, assign the textures via the dialogue box, then apply to your model.
 
One more trick. Keep the Material Library open and take note of "what happens."

If you see it didn't do what you expected or wanted, immediately hit the "Undo" button! :D
 
Sue thing. I take it that the dozens of .mdls with all these instances of superfluous materials wont affect performance? They don't appear under the textures section when I open the .mdl in modelconverterX
 
No they won't. Only the "active" FSX Materials are exported.

If you want to "clean up" your Material Library though, simply start an empty scene, then Merge your last saved .max or .gmax file into the scene. This will get rid of the 'trash entries' for you.
 
OK, cheers.
When I create a multi-material, it has 2 default materials in it, which are standard, and I can only add standard materials to it, or as far as I can see.
 
No, you can create a new "FSX Material" in any of the sub-material slots. (Max only)

For GMax, create your FSX Materials first, then drag into a new Multi-Material's MatID slots.
 
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Question regarding Material Navigator

Hi

Just a short question: I changed to Windows 7 64bit, GMAX for FS2004 works fine, my installation for FSX does not. The Material Navigator does not open if I select the Mat.Nav button in GMAX for FSX, in GMAX for FS2004 it does.
It the same GMAX installation with links to different gamepacks. Any suggestions what is wrong? I checked the GMAX.ini and Plugins.ini files but could not find the solution.

Regards Jörg
 
No, you can create a new "FSX Material" in any of the sub-material slots.
From memory, in gMax you need to make a FltSimX material and then drag it onto an available slot. 3DS max allows you to create the material type directly in a slot.
 
From memory, in gMax you need to make a FltSimX material and then drag it onto an available slot. 3DS max allows you to create the material type directly in a slot.
Now that you mention it, you are correct. I haven't used GMax for well over a year now, and haven't even installed it yet on my newest development computer! :eek:
 
Good morning to all,

one question. Has GMax a limit for the Materials?

Because i have some materials in use, but the last one I can see only in Gmax, in FSX I see the material I used before.

For example: At last I made signs. I've worked quite normal in GMax. But in FSX I can not see this edited texture on the sign. I see the previous texture and these unprocessed.
Since yesterday I know GMax has limits because GMax has spent suddenly an error while the export. Over 35000 polygons were probably too much.

I hope the right way to use new materials is "NEW" and "FSX Materials".

http://imageshack.us/photo/my-images/152/flugplatzschilder.jpg/
http://imageshack.us/photo/my-images/607/flugplatzschilderfsx.jpg/
http://imageshack.us/photo/my-images/443/materialnavigator.jpg/

Thank you
Oli
 
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Almost certainly you have a duplicate material name in the gMax material editor.

Always make it a habit to give Materials unique useful names.

This will be unrelated to the polygon error, unless you have duplicated a material to overcome it.
 
Hi hcornea,

yeeees, this was it. I renamed this one and now all is correct.

Many thanks for your answere.

Lg
Oli
 
No, you can create a new "FSX Material" in any of the sub-material slots.

Would you mind clarify this a little bit?

I have tried this so many times and when I click on "New Material" and choose "Multi-Material" on the pop-up list. I will always get Multi-Material and sub slot materials inside. But each sub materials inside are standard one, not FSX.

If I click on each sub material to make a new one, it will lead me to standard material only not FSX one. I cannot find the way to make FSX property sub-material inside. May be I did something wrong.

Every time I need new FSX material, it has to be single material. Then I create a Multi-Material one and drag each single FSX material to the Multi-Material's sub-material slots. No way I can make new sub-material to be FSX material directly.

Do you have other ways to do this?
 
@tic

Need to read the posts below Bill's!

To create FSX Materials within a multimaterial.

Make the FltSimX materials as you would normally, then

1 open the material navigator
2 open the multimaterial in the material editor window at the same time, add as many slots as you are going to need.
3 drag the fltsimx materials from the material Navigator to the slots on the material editor
4. Delete the original FltSimX materials from the navigator (optional, but keeps things tidy)

After this, ALWAYS apply the MULTIMATERIAL to your object, and choose the submaterial by selecting the appropriate faces and applying the appropriate MaterialID that matches the Multimat slot.

You can do this last step by using a MaterialID modifier, or by using the rollout on the right pane with polygon or element subselection active.

Very neat way of using a material 'library' between objects too. Just import a part with your multimaterial on it and go from there.

Sent from my iPad using Tapatalk HD
 
Opp! Sorry for my post. Thanks hcornea. I should have read #11.
 
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