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Bad Texturing Issue

Posted:
Thu Jul 31, 2008 2:37 am
by Travis
Okay, I have a terrible issue with the texturing on my new project. No matter what I seem to do, I get the translucent look at dusk/dawn and no textures whatsoever at night.
I first tried using "texture_T" in the Diffuse Color and Specular Color sections of the Material Editor in Gmax, and "texture_L" in the Self-Illumination section.
Then I tried using just "texture_T" in the Diffuse Color section, and left all the others blank. But no matter what, I still get the same issue.
What am I doing wrong?
I know I've done this before, but I guess it's been so long that I just can't remember what I did to make it work right the last time. 
Re: Bad Texturing Issue

Posted:
Thu Jul 31, 2008 5:26 am
by Boikat
Isn't that where the little black "testure_lm" comes in?
Re: Bad Texturing Issue

Posted:
Thu Jul 31, 2008 12:04 pm
by Fr. Bill
[quote]Isn't that where the
Re: Bad Texturing Issue

Posted:
Thu Jul 31, 2008 12:20 pm
by Alejandro Rhodes
I don't know Bill, I'm pretty sure I must be wrong ,but in FSX seems like the suffix wouldn't matter ,the only thing ive seen is the preffix $ witch is need it,
XX_T XX_L XX_C don't make any difference as long as I keep the right DX setting properly,With and without suffix is the same for me ,...am I right? :-/
Re: Bad Texturing Issue

Posted:
Thu Jul 31, 2008 12:38 pm
by Alejandro Rhodes
[quote] Okay, I have a terrible issue with the texturing on my new project.
Re: Bad Texturing Issue

Posted:
Thu Jul 31, 2008 3:07 pm
by Travis
Okay, I knew I remembered something like that!
I am using the FS9 SDK. So for a texture "Fuselage1_T.bmp" in the Diffuse Color slot, I can have a completely black, 256x256 BMP that would be named "Fuselage1_L.bmp" and entered into the Self-Illumination slot, right?
For the in-game textures, "Fuselage1_T" would have an alpha channel, but "Fuselage_L" would not, correct?
Re: Bad Texturing Issue

Posted:
Thu Jul 31, 2008 3:40 pm
by Alejandro Rhodes
That is correct , Fuselage1_L doesn't need an alpha ,the Fuselage1_T has its alpha according to the shine part and chrome parts you want ,but It can also be without alpha channel ,the proble seems to be the suffix..
Ok I will ask you some questions to review and see if we can find this issue>:
Re: Bad Texturing Issue

Posted:
Thu Jul 31, 2008 7:00 pm
by Travis
Is there a way to remove a certain texture from being assigned in one of those slots? I assigned the Specular Color spot with "Fuselage1_T" but I think that might be screwing me up, because even after doing everything Alrot suggested, I still get transparency at dusk and no textures at night. I tried simply unchecking the box, but that didn't help any.
And is it possible that something is wrong with my MakeMDL setup? I ahve both Middleman and MDLCommander installed (correctly) but I'm wondering if one of those progs is set up wrong.
Re: Bad Texturing Issue

Posted:
Thu Jul 31, 2008 7:20 pm
by Alejandro Rhodes
I'm not sure If you can use the FSX-SDK fetures neither DX dialogs for FSX in a makemdl9 ,and I'm almost sure that's what causing the issue,it has to be standard ..
Of course Im not 100% sure :-/
Re: Bad Texturing Issue

Posted:
Thu Jul 31, 2008 9:22 pm
by Fr. Bill
[quote]Is there a way to remove a certain texture from being assigned in one of those slots?
Re: Bad Texturing Issue

Posted:
Thu Jul 31, 2008 10:15 pm
by Travis
. . . oh . . .

You sure it isn't any easier than that? I mean, can't any of YOU guys do it for me?

Re: Bad Texturing Issue

Posted:
Fri Aug 01, 2008 12:18 am
by Travis
Hooray! It works!
I just had to do what you said and then in the dialog for Middleman (or is it MDLCommander?) I had to uncheck "Has Night Map". That seemed to work just fine.
Re: Bad Texturing Issue

Posted:
Fri Aug 01, 2008 1:32 pm
by Fr. Bill
I don't know Bill, I'm pretty sure I must be wrong ,but in FSX seems like the suffix wouldn't matter ,the only thing ive seen is the preffix $ witch is need it,
XX_T XX_L XX_C don't make any difference as long as I keep the right DX setting properly,With and without suffix is the same for me ,...am I right? :-/
Actually Alex, in FSX
what you name any bitmap is completely irrelevant...
...with the sole exception of vc panel textures where the $ prefix is required. The "$" (dollar sign) is a special flag that tells FS to auto-generate a virtual bitmap on which to display gauges.
As an experiment, I named the fuselage texture for Diffuse Color "Fred.bmp" and the Self-Illumination texture "Ginger.bmp"...
"Fred.bmp" displayed the fuse texture just fine, and "Ginger.bmp" supplied the lightmap without problems!
Re: Bad Texturing Issue

Posted:
Wed Aug 06, 2008 7:28 pm
by Travis
Well, now that I have the nighttime issue's fixed, I'm getting other things going awry. Whenever I turn on the lights, it goes translucent again. I'm guessing this has something to do with the _L maps, but what? I have an alpha channel mapped to each one (255,255,255) and the texture itself is 0,0,0 black. So what could be causing this?
Re: Bad Texturing Issue

Posted:
Wed Aug 06, 2008 7:38 pm
by Boikat
I had that same problem with when fooling around with a texture, and I think the little black "whatever_lm" was what fixed it.