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FSX Texture displacement

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germany
And the next problem appears...
Now after export my model from 3DS Max 2011 to .X (yeah I clicked YES to get FSX materials) and then to .mdl I have have the problem that my textures are completly displaced in Model Converter X (And I think that it won't be other in FSX).

For example the roof of my building is on the wall and my windows are completly vanished (it's one model). But in 3DS Max it looks all fine.

Okay what I did:

I used the unwrap modficator in 3ds max to get a template.
Saved it as .bmp.
Edited it in photoshop.
Saved it as 24 bit bmp and opend my texture in DxTBMP to save it as DDS DXT 5.
Then I created a new FSX MAterial in 3ds max for the selected object, used bitmap to get the dds texture in the diffusecolor slot and added it to the model.
Looks fine in 3DS Max 2011. Exporting works good, no errors, but after opening the mdl in Model Converter it's all displaced and I don't know the reasons for it.

At some parts of the object I tried to use a UVW Map modificator but this one breds more problems than it helps me.

Hope anybody can help.. (Why must always everything be complicated?)
 
Hi,

Are the textures vertically flipped? That is a common mistake when making DDS files. You need to vertically flip your texture (ImageTool will do this automatically for you).
 
I think you no must work with dds format inside 3ds max or gmax, that must be done afterward, once you get you model textures etc, you convert them with dxtbmp or Sdk's imagetool, at least that's what say the gmax tutorials.:cool:
 
hi
@arno

Now I am completly confused....
At first thanks for this tip, there's a particial success.
In ModelConverter X the textures are now displayed correctly:) I saved it as Format 24 bit dds.

But in 3DS Max they are displaced now. :confused:


@Tejal Bernardo

You are right, that is it what the gmax tutorial says, but I thought it's only related to the limitation of gmax that it can't read .dds files contrary to 3ds max.


And I don't know how to convert it later, because the ESP 1.0 exporter writes the file extension into the .x file.
 
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Hi,

I guess 3DS Max then uses the different way to handle DDS files than FS. Personally I always use PSD files inside GMax and only convert to DDS for my FS textures. The exporter will make sure the extension is changed to DDS when you export, no matter what format you use in GMax/3DS Max.
 
arno, if I understand you correctly, you are using .psd files in the material editor, the exporter convert it in the .x file to .dds if the dds export option is activated and then you open the .psd file in imagetool and save it to .dds?
That's right?
 
Do not use dds files in 3dsMax.

It will read them, but they will be vertically flipped and the mapping will be incorrect, as you have found.

Use a texture "master" (eg psd, tga or tif file, or a bmp). Use the dds files only in your "built" project folder.
 
Yes I use psd files in 3dsmax now and did it like described in #6.

That works great. Textures are correctly displayed now, in 3ds max and in modelconverter X.
Thanks all for the tips.

edit: ah okay, the .x exporter converts my texture to .dds ,too. Now I am impressed:D
 
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The only thing "exported" are the root filenames.bmp, unless you "force" the .dds extension to be used.

It practice however, FSX doesn't care one whit whether .bmp or .dds is specified. It will always look first for filename.dds, then filename.bmp...
 
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