Texture Issue

Anything to do with Aircraft Design, FSDS, G Max, Aircraft Animator, SDL Edit, etc. Novice or skilled - stop here & learn!

Texture Issue

Postby JABO-DEV » Sat May 14, 2005 1:43 pm

Hi all, was hoping someone could help me with this one, Modeled a GeeBee racer in Wings3d/3d studio max 6. mapped/Textured then exported to .3ds, imported into G-max for makeMDL, when I load it in my FS2002, everything is good but no textures, in G-max it shows that the bitmap files are being linked and in the material editor it shows them too, For the life of me I can't find the problem, but then again I am very new to G-Max, any help? thx for ya time :)
Image
User avatar
JABO-DEV
Ground hog
Ground hog
 
Posts: 45
Joined: Fri Feb 25, 2005 3:22 pm
Location: Indiana USA

Re: Texture Issue

Postby Katahu » Sat May 14, 2005 2:55 pm

Did you remember to change the bitmap format of the texture to either DXT3 [when using alphas], 16 bit [with no alpha]?

If not, you should do so because the FS game engine will not understand 24 or 32 bit color formats. Also, change the texture format that is linked to the model in Gmax to FS-readable formats PRIOR to exporting [just to be on the safe side].

DXT3 with Alpha - This format is for textures that have an alpha applied to it [with either DXTBmp or Imagetool - these are texture formating tools] and is used to create either reflections or transparencies.

*note* For a reflective effect, ad the suffix *_t.bmp to the texture in question. ex: Main_Texture_t.bmp. Exclude the suffix for a transparent effect.

16 bit - This format is commonly used for textures that don't have an alpha applied and results in a flat [not glossy - if the specular is not used] color surface of the model.

*note* Recommend using the *_t.bmp suffix just in case.

8 bit - This format is commonly used for lightmaps that create an eluminating effect on the model.

*note* Lightmaps are textures that have the suffix *_l.bmp appended to the texture in question. Ex: Main_Texture_l.bmp is rendered by FS along with the Main_Texture_t.bmp texture that is already applied. You don't need to apply the lightmap in Gmax. Just append the suffix and set format and FS will do the rest.
User avatar
Katahu
Lieutenant Colonel
Lieutenant Colonel
 
Posts: 5993
Joined: Mon Jul 22, 2002 10:29 pm

Re: Texture Issue

Postby JABO-DEV » Sat May 14, 2005 3:33 pm

 I'm using photoshop, and my save options for .BMP are
            1BIT, 4BIT, 8BIT, 24BIT
 It was saved as a 24bit 1024*1024, and I have two of them as my main texture,
also I get a error with makemdl.exe" MSXML4.dll could not be loaded, config files will not be read" but it exports the model just fine, and I can see the seams on the model from the unwrap, I need to find a image editor with 16bit.bmp save option? thanks for your reply :)
Image
User avatar
JABO-DEV
Ground hog
Ground hog
 
Posts: 45
Joined: Fri Feb 25, 2005 3:22 pm
Location: Indiana USA

Re: Texture Issue

Postby JABO-DEV » Sun May 15, 2005 1:29 am

That was it, saved the textures as 256 colour and it worked perfectly! thank you very much for your help:D
Last edited by JABO-DEV on Sun May 15, 2005 1:30 am, edited 1 time in total.
Image
User avatar
JABO-DEV
Ground hog
Ground hog
 
Posts: 45
Joined: Fri Feb 25, 2005 3:22 pm
Location: Indiana USA

Re: Texture Issue

Postby Katahu » Sun May 15, 2005 2:54 pm

No problem. It took me quite a long time [years actually] to understand the process and how the file/folder structure is handled by FS.

I had the same issue regarding the export process you described [the export error thing]. Hey, if it works just fine, don't worry about it.

It's best to understand how the whole system works so that you can better avoid the same problems later on in your future projects.

EDIT: I wonna correct what I said about the lightmaps [*_l.bmp]. You do have to link the textures in Gmax. However, all you need to do is simply open the material editor > pick the material [the applied texture] in question > click the title that says "Maps" > select the bar that is next to the work "self-iluminated" and look for the texture that has the suffix *_l.bmp appended to it.

All this seems complex to you, but it's easy. There is a tutorial in the FFDS website that shows how to apply lightmaps.
Last edited by Katahu on Sun May 15, 2005 3:03 pm, edited 1 time in total.
User avatar
Katahu
Lieutenant Colonel
Lieutenant Colonel
 
Posts: 5993
Joined: Mon Jul 22, 2002 10:29 pm


Return to Aircraft & 3D Design

Who is online

Users browsing this forum: No registered users and 378 guests