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› texture unwrapping problem
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texture unwrapping problem (Read 466 times)
Feb 18
th
, 2007 at 1:50am
DanielF
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Virigina, USA
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So, now that I finally mastered importing a gmax model into FSX, I'm trying to add some textures.
The only problem is that they don't line up the same in FS as they do in Gmax. Here are some pictures of what I mean:
Test walls show up nicely in Gmax,
but in FS, they show a grassy texture, which is on the opposite end of the texture file.
The texture file is 256x256, which I think is a good size, and I used the "Unwrap UVW" modifier to apply the textures. Anyone have any ideas about what could be going wrong?
Edit: It also might be helpful to know that I created the texture as a normal .bmp and converted it to .dds with "DDS Converter 2.1".
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Reply #1 -
Feb 18
th
, 2007 at 5:15pm
DanielF
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Well, I guess I figured it out on my own. For some reason it wants me to flip the textures vertically before using them in FS. Works great when I do that.
&&FS Evolution&&&&DanielF
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Reply #2 -
Feb 19
th
, 2007 at 9:15pm
Katahu
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Do you mind sharing any tips on how to export models in FSX?
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Reply #3 -
Feb 19
th
, 2007 at 10:23pm
DanielF
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Yeah, I was going to play with it a little this week to make sure I know what I'm doing then make some kind of tutorial, since the instructions in the SDK are unclear in parts and completely wrong in others.
Although since I only know how to import models as scenery (havnen't tried to do aircraft) I'm not sure if anything I write would solve your problems with the sdk, but who knows?
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Reply #4 -
Feb 20
th
, 2007 at 12:02am
Katahu
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It's worth a try.
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Reply #5 -
Feb 20
th
, 2007 at 12:50am
SkyNoz
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Katahu wrote
on Feb 19
th
, 2007 at 9:15pm:
Do you mind sharing any tips on how to export models in FSX?
I believe, because the fact that Gmax is being used, he used the same method as FS9, which everyone should know already that FS9 models are compatible with FSX, Besides the textures.. I really haven't gone deep in to what your trying to do. The only answer I can give you is to try different texture format's etc. The Maps become reversed do to format or something related to alpha channels etc?
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Reply #6 -
Feb 20
th
, 2007 at 9:22am
Hagar
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DanielF wrote
on Feb 18
th
, 2007 at 1:50am:
Edit: It also might be helpful to know that I created the texture as a normal .bmp and
converted it to .dds
with "DDS Converter 2.1".
I suspect that is the answer. They wouldn't need flipping if you used an Extended BMP format.
PS. DXTBmp can open & save the various DDS formats. It also has an automatic Flip feature.
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Reply #7 -
Feb 20
th
, 2007 at 11:48am
DanielF
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Quote:
I believe, because the fact that Gmax is being used, he used the same method as FS9
I might be, I dunno. I've never used Gmax for FS9, but I imagine the process would be similar.
Hagar wrote
on Feb 20
th
, 2007 at 9:22am:
DanielF wrote
on Feb 18
th
, 2007 at 1:50am:
Edit: It also might be helpful to know that I created the texture as a normal .bmp and
converted it to .dds
with "DDS Converter 2.1".
I suspect that is the answer. They wouldn't need flipping if you used an Extended BMP format.
PS. DXTBmp can open & save the various DDS formats. It also has an automatic Flip feature.
Thanks, I'll have to look into that. I haven't really been into scenery design since FS98. Textures were so much less complicated back then.
It's cool to be back into it though since Gmax can do so much.
&&FS Evolution&&&&DanielF
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Reply #8 -
Feb 20
th
, 2007 at 6:08pm
Felix/FFDS
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To reiterate Hagar's comment - dds textures MUST be flipped vertically before being converted to dds.
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