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FSXA Texture flipper, Any clues?

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faroeislands
The texture looks right in Gmax, but when in FSX, the texture is flipped.
Have tryed to re texture, and to add unwrap uvw, but no luck.

Any clues?
 
err... yeah...
You have to vertical-flip the dds texture.

Annoying, but that's the way it is. :rolleyes:

Vitus
 
did that now, but did not change anything for some strange reason I don't know.

The image is flipped now, but remains the same in fsx.
 
Did you shut down FSX and then restart it? The flipped texture might not be read otherwise...
 
Yes I did, and more than once.
Is there not an option to change this inside Gmax?

No. You align your texture "normally" in Max/GMax, then do the "Flip Vertical" in Photoshop before converting to a DDS/DXT5 file.

Note that this is not "rotate", but "Flip Vertical" (so the image is upside down AND backwards)... ;)
 
And of course, if you use ImageTool to create your DDS files from Photoshop PSDs, it does the flipping for you.
 
Ok, here's another noodle scratcher: I am designing some Max8 objects, and I am RE-USING stock DDS textures. I have a DDS loader for Max8 and it works perfectly. I pick DDS textures directly from the FSX folders, and apply them to materials. The problem is, they ALWAYS come out misaligned on the model. What do I have to do to get them to show up properly?

I tried a few combinations of vertex flips in the "Edit UVW" dialog, but nothing is working so far. Any ideas?

Misho

Ah - never mind - solved it: Any DDS-based material texture should have its V-Tiling set to -1. Then, adjust your UVW coords. However, when exporting to X, make sure you re-set V-Tiling to 1. The texture mapping will revert to looking wrong in Max, but the exported model will be correct.
 
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Or, you could have simply created 'vertically flipped' copies of the DDS files and saved yourself the headache of flipping the sign of the v-tile... :D
 
haha :p yes absolutely true, but I LOVE to work with shared resources... plus, this way I get to try out many other texture variants "on the fly"
 
yeeeks!

Here is how I organized my project:
I have a folder "model" in which the max models are located. Within the model folder is a folder "texture" which contains the unflipped photoshop (.psd) textures plus copies of the reflection map and fresnel ramp.
When exporting the model I also open the photoshop files, flatten the image, flip it and save the dds file to the "texture" subfolder of the aircraft in the fs.

Vitus
 
There's really no need to flatten before saving as a DDS file. It will automatically 'flatten the layers' while exporting, and you don't lose your layer structure in the master .psd file...

...of course you can always "step backwards" to "unflatten" but why take three steps when only one is needed... :D

My organizational structure is like this:

E:\GMax Projects
.......\FSX
............\CJ1+
.................\textures
.................\LithUnwrap Mesh Maps
............\DA42
.................\textures
.................\LithUnwrap Mesh Maps

etc.
 
There's really no need to flatten before saving as a DDS file. It will automatically 'flatten the layers' while exporting, and you don't lose your layer structure in the master .psd file...

...of course you can always "step backwards" to "unflatten" but why take three steps when only one is needed...

Some of my textures have 100+ layers, therefore the flipping command is very slow. I found out that it is much faster if flatten the image first. Of course I keep the "unflattend" version in the psd file.

Vitus
 
Good grief! I sure hope you are using Texture Sets to keep that many layers organized... :eek:
 
texture sets?
I am using folders, sub-folders and sub-folders in sub-folders (in sub-folders).

The point is: I try to get as many parts on one texture and to optimize that I like to have different parts seperated on the map so I can move them around quite easily to save even more space on the map. The number of layers per part are usually something between three and ten, consisting of a basic color, a couple of dirt layers, layers with special details (decals, panel borders, screws, etc.) and a shadow layer... :rolleyes:
It is not very convenient to handle these big files (~150mb for one texture!), but on the other hand I can make changes on specific parts quite easily.

Vitus
 
texture sets?
I am using folders, sub-folders and sub-folders in sub-folders (in sub-folders).

In Photoshop, they are called "texture sets". You can nest "texture sets" the same way as you've described with the term folders, etc.

The main thing is that with one click, you can show/hide a complete "texture set" which makes it very, very convenient. Also, one may "lock" an entire set with one click, making it impossible to screw it up or delete it accidentally... :D
 
aye! You can also copy a whole "texture set" (thanks for the new word in my virtual dictionary) by dragging it on the "new layer" button. That can save a lot of time.
Speaking of Photoshop tricks, I found the following:
you can put a couple of font layers into such a folder and rasterize all of them to one layer by selecting the folder and pressing "Ctrl+E" (or in the menu: layer->merge down).
 
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