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Textures misaligned

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us-texas
For some reason I am able to export this model pretty easily out of blender but.....




.... my textures are misaligned when I import it into MCX. Doesn't matter what format I use either.




Even when I export it straight to FSX, I get the same effect when I use MCX to open the MDL file.

Any ideas? It looks fine in Blender.....
 
Strange... May we see your Texture tab from the Blender file (next to the Materials tab)?

Edit: might have to do with vertical flipping of the image. Can you confirm the mapping of the MCX/FSX file looks flipped?
 
I would not say that it looks flipped, it looks like the left (port) side is showing on the top, and the top is showing on the right side. Seems like it shifted 90 degrees.
 
I see... The Texture tabs look correct.

What I would recommend you... Flip the .dds vertically, and retry. I'll explain a bit of my own workflow, to support my statement here:-
- I create a .jpg or .png texture in GIMP, assign it in Blender as the texture sheet. Only the name is important, extension doesn't matter
- On export to FSX, the UV map is flipped (by the mdl generator or something the like, I don't exactly know).
- I use the Texture Converter from MCX to convert the .jpg or .png to a .dds. Opening that file shows it's flipped.

So what I think is happening in your case:
- You create a .dds straight out of your paint program
- Use that .dds to map the model
- Use the very same .dds in the texture map of the FSX simobject.

Is this clear enough? Let us know ;)

DCB
 
Thanks for the idea -- not totally sure I understand it, but I'll try. So you want me to open the dds file and rotate it? Or flip it?

The .dds files came with the file conversion that I got from the supplier -- I am not the modeller.
 
I'd advice you to either flip the .dds and use the flipped .dds as FSX texture, or mirror the mapping vertically (Ctrl+M, Y in the UV/Image window) in the Blender model.

Let us know ;)
 
I like solution #1 -- sounds simple... but flip the .dds using what software? Don't have photoshop and I cannot figure out the plugin for GIMP.

solution #2 could work, but let me make sure I am understanding this correctly - CTRL+M does nothing for me. Is this the tab I am supposed to check here?

 
OK I just converted it to a BMP, flipped it in PAINT, and then used dds converter to make it a .dds file again. I will test it in the sim now.

Thanks
 
Hello again,
  • Get DXTBmp here, it'll come in handy at some point anyway.
  • Install.
  • Open wasp.dds in DXTBmp.
  • Go to Image->Flip Image and alpha.
  • Save.
Cheers:)

PS. Just read you took the long road. Let us know how it went.
 
Didn't work.

EDIT - sorry posted too soon Capt_X. Completed those steps, testing now.
 
Last edited:
Ok... It would be good to have a look at the UV mapping in Blender. Can you open a UV/Image editor window next to your 3D-viewport? Or alternatively, just switch your workspace from "Default" to "UV Editing" (it's in the top menu bar). Then:
  • Select the vessel in the 3D-viewport
  • Tab into Edit mode.
  • Select all vertices/faces.
You should now see the UV-mapping of the model. I suspect the main deck surface is mapped to the top and the sides to the bottom. Can you post a screenshot or send it via PM?

Regards :)
 
That is indeed the case -- the main deck surface is mapped to the top and the sides to the bottom.



 
Yes. Perfect, that's what I needed to see. This confirms the flipped texture issue.

What format did you export to? All textures need to be flipped vertically before use in the simulator. Has something to do with optimization inside the sim engine, so they say... That's why when texturing in GIMP, Photoshop or the like, the last step is always to flip the texture. If you have a finished texture, it will not be ready-to-use until you flip it vertically and save it back to its location.

I don't know where, but something seems to have gone wrong in the process. I suppose your ship has a model folder, a texture folder and a sim.cfg. Put the flipped "wasp.dds" (it has to have the name referenced in the texture tab) in that texture folder. MCX or FSX should find it there and display correctly.
 
I have exported to any number of formats -- 3ds, obj, fbx (which i then convert to obj) and even FSX .mdl.

Flipping it vertically did not fix the problem. I used the DXTBmp and followed your instructions, replaced my dds textures in the FSX folder for my simobject and you see the results above.
 
OK I think this might be the solution here -- similar to the first two methods above.

I decided to flip the image as suggested using the DXTBmp tool. Instead of simply pasting it back into my FSX boats/textures, I made blender use THAT file and checked to see that it was rendering backwards in Blender.



I figured whatever process that turned it around would hopefully also fix it when we got to MCX.
 
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