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Max
Joined: 10 Dec 2004
Posts: 673
Location: LQSA
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| Posted: Sat Aug 20, 2005 12:39 am Post subject: Applying textures to GMAX-ed scenery? |
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Oh, I am sooo gonna annoy you with scenery questions for the next few days, now that I have myself addicted to it :twisted:
Well question for the day is: how do I add textures to models? Is it done via GMAX interface* (which I am familiar with), or should that be done afterwards in some other way.
* if gmax is the case, which type of textures should it be, jpegs, bitmaps (which sort, dxt or something) and where should they be placed for FS to display it?
Yes, I have tried some textures, bith jpegs and bitmaps, and notihng showed up in FS....still the grey ol' house.
Thanks
Max |
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ricktobin
Joined: 21 Feb 2004
Posts: 1646
Location: Virginia Beach, Virgina USA (KNTU, KORF)
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| Posted: Sat Aug 20, 2005 1:07 am Post subject: |
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Max, you have to use the gmax Material Editor to add, or map, MATERIALS to a gmax object. They aren't considered textures in gmax.
You can use .bmp files as the material. You really need to read the gmax documentation, because there are several steps to applying a material to an object and mapping it correctly. You can get the gmax Scenery Tutorial in the gmax/FS2004 Gamepack from the MSFS site.
Once the material has been mapped and applied properly, you then need to run Image Tool so that FS can access, read, and apply the files in the sim.
If you've ever searched the texture folder in ADDON SCENERY and saw a .bmp file that was just a brick wall, well, that's the file that makes up many of the brick wall textures in FS. When you go through the mapping process in gmax, your placing specific parts of the .bmp file to a specific part of the gmax object. If you map it right, and say you created a four walled building with red brick texture, the bricks will all be the same dimensions, and lined up straight across each wall lining up correctly at each corner. Then when you run the image through Image Tool, FS is able to read it and apply the textures in the sim. And all this will be done using the same .bmp file. |
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Max
Joined: 10 Dec 2004
Posts: 673
Location: LQSA
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| Posted: Sat Aug 20, 2005 2:08 am Post subject: |
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8O Imagetool.....that's the step I was missing....
Thanks Rick..I don't know what would I do without you?! |
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