P3D V4.4 PBR materials feature needed in MCX PLZ!

arno

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#2
When I checked the SDK yesterday the X format documentation was not updated yet. So I need a sample X file made with the new gamepack to be able to add support.
 

arno

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#6
Yes, that's about using PBR in the gamepack, but not about how to specify it in the X format.
 

arno

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#8
But if somebody can just export a simple model with the new gamepack and send me the X file that's probably enough to add support in MCX.
 
#9
My SDK is installed and P3D v4.4 is also ready. I will just verify that my compil process work and I will try to compile one of my model to send you it
 

arno

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#10
Great. Keep it simple, just a box with a PBR material will suit already.
 
#11
Some last problems but I join to you a fast try: a box, a texture Prepar3DPBR applied on it but without texture affected inthe four slots.
I can prepar a second try but this time with textures Albedo, Metallic, Normal, Emissive and Detail ...
 

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#12
@Lagaffe hi
help plz
i don't have v4.4 but v4.3
i got the 4.4 SDK + 3Ds max 2018 + plugins paths added
i made a box and wanted to try the PBR to make an X for @arno
but i cant find the material type Prepar3DPBR I can just find Prepar3D

if you could get PBR in 3DS plz tell me how
thnx

Edit : i tried opening your BOX : i found the PBR then i closed started a new project
no PBR :( HELP!
 

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#13
The installation of the SDK v4.4 is not enough, it must also be configured (ConfigSDK.Exe at the SDK root rirectory) but to do this operation, Prepar3D v4.4 must be installed because the SDK checks the presence of the P3D.exe file version 4.4

Then in the interface of Max, jump to Materiazl Editor and click on the Standard button which opens a window containing all the textures models and Prepar3DPBR will appears in this list.
 

arno

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#14
Some last problems but I join to you a fast try: a box, a texture Prepar3DPBR applied on it but without texture affected inthe four slots.
I can prepar a second try but this time with textures Albedo, Metallic, Normal, Emissive and Detail ...
Thanks, that's perfect. Should be enough to get me started on adding support in MCX for it!
 

arno

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#16
Correct, to get the PBR you need to use MDL files.

But for P3D v4 the GPW already uses MDL files, so you can use PBR on them when it's supported in the future by MCX.
 
#17
@Lagaffe tried what you said with the SDK config
but no result
i don't think that it checks the version but it might be the problem too
i'll post a video about the things i did and i'll let you tell me what i did wrong
:)
 
#18
When you install the SDK (ex: Z:\SDK_P3Dv4), you can find at the root directory a file Z:\SDK_P3Dv4\ConfigSDK.exe that you hav to launch as Administrator and you must valid by Yes at the question asked.
For that you should hava P3D v4.4 installed in order to write in some files under Z:\SDK_P3Dv4\ the correct path to P3D.exe.

If you don't make this step, your SDK isn't well configured and you cannot use Max as you want. It is as simple as that. ;)
 
#19
When you install the SDK (ex: Z:\SDK_P3Dv4), you can find at the root directory a file Z:\SDK_P3Dv4\ConfigSDK.exe that you hav to launch as Administrator and you must valid by Yes at the question asked.
For that you should hava P3D v4.4 installed in order to write in some files under Z:\SDK_P3Dv4\ the correct path to P3D.exe.

If you don't make this step, your SDK isn't well configured and you cannot use Max as you want. It is as simple as that. ;)
@Lagaffe
can you plz send me the Prepar3D.exe just to configure the SDK so at least i can use the PBR before i get the v4.4 PLLLZZ

edit : i can get the Prepar3DPBR with your project but not with mine
 

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arno

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#20
Some last problems but I join to you a fast try: a box, a texture Prepar3DPBR applied on it but without texture affected inthe four slots.
I can prepar a second try but this time with textures Albedo, Metallic, Normal, Emissive and Detail ...
Very useful file. I think I have been able to find where most of the parameters are stored in the MDL file now. So that means that MCX can start to read and write them. I'll continue to implement it tomorrow.
 
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