by Katahu » Tue Sep 27, 2005 9:21 pm
Let me make this as easily understood as possible.
*********Make backups of all texture files**********
*********Prior to doing this, make sure the main textures are in the FS9/Aircraft//Texture folder***********
To apply actual reflections on the model [such as mirror-like effects of chrome or a highly polished surface that reflects the surrounding areas]:
The original model [in Gmax or in FSDS] will need to first be CREATED from scratch and then applied WITH the basic texture [in 24-bit format] using the UV modifiers [in Gmax for example] prior to being converted with the alpha channel.
After the basic texture is set on the visual model in Gmax, save the model and then close Gmax. Create a black and white version of the texture in question by making a copy of the main texture that was applied and renaming it to _Alpha_t.bmp and adjust the shades of grey with either M$ Paint or PaintShop or Photoshop [the darker the shade, the more chrome-like the effect in FS].
Note: The suffix *_t.bmp is important and needs to be added to the Main texture and the Alpha channel for reflective textures. Without it, the alpha channel will cause a transparency instead of a reflection.
Run DXTBmp software and open the MAIN texture that was recently applied to the visual model in Gmax. In the menu bar, click on "Alpha" and select "Import Alpha Channel". Select the new black and white texture file you made. DXTBMP will then add it in to the basic texture. Click on File > Save As > Extended Bitmap and save the newly converted file in the SAME location with the SAME name "BUT" save it as in a different format by selecting DXT3 in the Save File Type field. Then click save. Say YES to overwrite.
Start up Gmax and open the visual model. The textures in the model should look greyed out. Don't freak out, it's suppose to be like that. Export the visual model as *.mdl [assuming you have MdlCommander and Middleman utilities prior to doing this - if you don't obtain them before doing the whole thing]. In the export window, go to Options tab and make sure that the following options are checked:
Has Reflect Map [this tells FS that the model has a flective texture]
Save X File
Auto Interior [assuming you prepared an interior model]
Fix Specular [this gives a better brightness to the mesh surface when reflecting the light from the sun]
Compile X File
Click GO!
After it completes, make sure that the newly compiled *.mdl file is in the FS9/Aircraft//Model folder.
This is the most basic knowledge when it comes to applying reflective textures to aircraft. You should also know that *.mdl files can NEVER be decompiled back to Gmax or any other source program because it is a compiled file.
Trust me, I know from experience because I am modeling the 1978 Chevy Corvette for FS9 as I type this message. I have done this so many times on my own, that I can start my own tutorials on car modeling if I wanted right now.
This is as easy as it gets.