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FS2004 Texture Questions

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180
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us-california
Hey guys,

Due to a limitation of the Pandasoft plugin for 3dsMax 7, I will have to manually add the textures required for reflection in my scenery object.

I know what to change in the texture definition section (or at least I think I do), but I am not sure what will need to be added in the rest of the ASM file. I did some searching and found something about SET_MATERIAL calls, but I'm confused on what exactly this means.

If anyone could help it would be greatly appreciated.
 
Hi David,

The SET_MATERIAL commands refer to the textures in the TEXTURE_LIST. So if you add textures to that list, most likely the numbers in the SET_MATERIAL command will also have to change.
 
Hey Arno,

Thanks for the reply, I'm still a bit confused.

When I search through the ASM, I don't see any thing that is labeled SET_MATERIAL...is it the following line of code:

Code:
    MATERIAL 0,0 ; <255,255,255,255> EXAMPLE.BMP;EXAMPLE_LM.BMP;;

If so, what do I need to change?

Thanks again for the help.
 
Nothing, since that material uses the first texture. But if you for example added a reflection texture to that one, the next material should start with index 2 and not 1.
 
Okay, I think I get what you are saying, Arno...

So If I have a texture list like this (with the new reflective map):

Code:
    TEXTURE_LIST_BEGIN
    TEXTURE_DEF TEXTURE_AIRCRAFT    , <255,255,255,255>, 5.987195, "EXAMPLE.BMP"	; 0
    TEXTURE_DEF TEXTURE2_REFLECT    , <255,255,255,255>, 5.987195, "EXAMPLE.BMP"	; 1
    TEXTURE_DEF TEXTURE2_NIGHT      , <255,255,255,255>, 5.987195, "EXAMPLE_LM.BMP"	; 2

    TEXTURE_DEF TEXTURE2_NIGHT      , <255,255,255,255>, 5.987195, "TEXTURE.BMP"	; 3
    TEXTURE_DEF TEXTURE2_NIGHT      , <255,255,255,255>, 5.987195, "TEXTURE_LM.BMP"	; 4
    TEXTURE_LIST_END

I would want this:

Code:
MATERIAL 0,0 ; <255,255,255,255> EXAMPLE.BMP;EXAMPLE_LM.BMP;;

MATERIAL 0,3 ; <255,255,255,255> EXAMPLE.BMP;EXAMPLE_LM.BMP;;[/

Thanks again for the help!
 
Yes, although the 4th one in the list would not be of texture type TEXTURE2_NIGHT in that case of course.
 
Oops, I made a mistake typing that :o

Thanks for the help, it works perfectly now :D

As a side question, what is the first number after MATERIAL? I've seen both 0 and 1 as values.
 
First one is the material (colour) from the MATERIAL_LIST, the second is de texture from the TEXTURE_LIST.
 
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