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› GMAX won't export cones!
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GMAX won't export cones! (Read 139 times)
Dec 16
th
, 2003 at 4:17am
TheBladeRoden
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Colonel
Posts: 56
I don't get it. It'll export boxes. It'll export spheres. It'll export cylinders. It'll export tubes. BUt it won't export cylinders. whywhywhy?
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Reply #1 -
Dec 16
th
, 2003 at 4:54am
TheBladeRoden
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Posts: 56
ok I guess I got around it by taking a cylinder and tapering it to -0.99 (-1 will get the error again) but still this is odd
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Dec 16
th
, 2003 at 5:26am
TheBladeRoden
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Posts: 56
ok I'll ask a different question. How do I get the textures I use on my model to show up in the game. I put them in the correct and everything and it shows up in the cfg file
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Dec 16
th
, 2003 at 6:02am
Travis
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Cannot find REALITY.SYS.
Universe halted.
Dripping Springs, TX
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Quote:
ok I'll ask a different question. How do I get the textures I use on my model to show up in the game. I put them in the correct and everything and it shows up in the cfg file
Well, first make sure the textures are all in the right folder. That would be the "texture" folder in the folder of the aircraft you are making. Now make sure the config file doesn't read anything next to "texture=". If the texture folder has a suffix to it (texture.trash) then the config file should read "texture=trash".
Now note: FS doesn't read normal 24-bit textures. The default aircraft use DXT3 with an alpha channel to get that neat little shine on the textures. To get a texture to be DXT3 you need DXTBmp, which is a free download. Just search for it on your favorite search engine. To use it, paint your textures how you want them, and then paint a grayscale immage of the same texture. That will be your alpha channel. The darker the shade, the more reflective (black is like a mirror, white is matte). Use 128,128,128 for a good bare metal reflection; 230,230,230 for glossy paint and so on.
If this seems a little too much for you to do, just save the textures in an 8 bit format and FS should read them fine.
Incidentally, what is the error message you keep getting when you try to export a cone?
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Reply #4 -
Dec 16
th
, 2003 at 9:18am
TheBladeRoden
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Posts: 56
well now the problem is gmax won't read the dds file
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Dec 16
th
, 2003 at 10:49am
Felix/FFDS
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FINALLY an official Granddad!
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If I read this correctly, the dds file is the graphics format for CFS3. Typically, you'll apply the textures/materials in gmax, and then convert them -outside the gmax program - to the desired format.
If you're mapping the *.dds file directly, I do not believe that gmax can handle that format.
Quote:
well now the problem is gmax won't read the dds file
Felix/
FFDS
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Reply #6 -
Dec 16
th
, 2003 at 11:14pm
TheBladeRoden
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Colonel
Posts: 56
ok well I mapped the bitmap onto the plane. exported the plane model. replaced the the bitmap with the dds file, now the config file (using FSedit) doesn't show anything in the list of textures (which it once did with the bmp) and it still won't show up in game
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Reply #7 -
Dec 21
st
, 2003 at 7:05am
Meteorit-N
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I love YaBB 1G - SP1!
Kangasniemi, Finland
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Are you making the aircraft for FS2002/4?
If so, the file extension needs to be .bmp, not .dds. In Dxtbmp, select "Save Extended Image", "DXT3 with Alpha" from the drop-down menu, and type the file name into the text field (for example fuselage.bmp).
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