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FSXA Texture will not show in FSX

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ca-ontario
I am having problems getting wood pattern to show up in FSX.
I have started by applying a UVmap to my object, then set up a FSX material using the .bmp file (which has a corresponding ,dds file in my texture folder) that I borrowed from another "aircraft" I have. This is not problem. It shows up in FSX.
Then I tried using a picture of a wood pattern I found, saved it as 24 bit bmp file, then saved it as a dds file (DXT3 format, turned vertical). Then I change the material file above to use the new file. In Gmax, everything shows up OK, but in FXS, its black.
Am I missing something in the conversion?

Michel
 
Very complicated. :cat:
I think you messed up with texture formats when export.
Have you tried to see it in MCX ? :scratchch In MCX you will be able to see what texture is on and what extension..
 
I hate when that happens, Michel. Before trying all sorts of conversion things, check the basics. You've changed the material file in Gmax: have you re-exported from Gmax to FSX? Check the file names in the folder, it's easy to make a small mistake.
 
Tom
Material file has been changed in G-max And it is a fresh export that I am looking at. Spelling is all OK

Michel
 
FSFOX
I don't have MCX. I am using paint.net. I also have DXTBmp, and if I open my .dds file in there , it looks fine.

Michel
 
Cool, I use Photoshop CS3, yea it is kinda old, but anyway it is cool.. MCX is good too, I use it to see models, make changes to material, change texture sometimes.. Different sort of stuff.. Try..
 
Hold on folks
I believe ther was something about pixel size on file. That is one thing I did not check

Michel
 
yea, you right ! Pixel size is about like 1 pixel equals 0.000264583 meters. But do not forget that your texture image size has to be POWER OF TWO.. in sizes it is like 1,2,4,6,8,16,32,64,128,256,512,1024,2048,4096, etc.. So if it is not like 512x512 most likely you will get black model.
 
Problem solved. I had not resized my bmp file before converting.
Resize to 512x512 and went thru the whole process and this is what my test MDL looks kike now. No more black.

Paint_Test.jpg


This is cool.
So now I can go online and save wood texture image or whatever surface texture I want, and use them to paint my boat.

Michel E Paquette
 
Michel,

You are on the brink of finding out how cool it is to create various theme packs for your boat. Textures are pretty awesome to do. I now create my planes to easily have their textures modified so that you can totally change the looks of ones vehicle one has made. If you are using Photoshop, you can Duplicate layers to your other texture 'versions', so if you make 'shading' on one, and you have 3 boat texture packs, then you can duplicate the shading layer over to the other 2 textures so that all the texture continue to grow at the same time. I must say though, its most wise to do the first primary texture with all shading and highlights 'first' and then do a bunch of variations of the textures.
 
Here are some examples of Ambient Occlusion shading (like I am talking about). These are done via AO renderings in design programs. For years, I did these by hand in Gmax and Photoshop. There are many tricks for making them manually. But... The end effect is awesome.

Normally, those would be bright white, but the shading helps show that its all 3Dimensional and gives it a photo real look.
 

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I have still a lot to learn on texturing. Especially since this is also the first time I have ever used Paint.net.
The most I did with the paint program is use it to paste in a "print screen" just to be able to crop a section to save as a jpeg to e-mail out.
So even thou I might be getting a handle on UVmap, and texturing, I still have a long way to go.
But I am happy with my progress.

Michel
 
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