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Bad Texturing Issue (Read 1505 times)
Jul 31st, 2008 at 3:37am

Travis   Offline
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<sigh> Okay, I have a terrible issue with the texturing on my new project.  No matter what I seem to do, I get the translucent look at dusk/dawn and no textures whatsoever at night.

I first tried using "texture_T" in the Diffuse Color and Specular Color sections of the Material Editor in Gmax, and "texture_L" in the Self-Illumination section.

Then I tried using just "texture_T" in the Diffuse Color section, and left all the others blank.  But no matter what, I still get the same issue.

What am I doing wrong?

I know I've done this before, but I guess it's been so long that I just can't remember what I did to make it work right the last time. Embarrassed
 

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Reply #1 - Jul 31st, 2008 at 6:26am

Boikat   Offline
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Isn't that where the  little black "testure_lm" comes in?
 

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Reply #2 - Jul 31st, 2008 at 1:04pm

Fr. Bill   Offline
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Boikat wrote on Jul 31st, 2008 at 6:26am:
Isn't that where the  little black "testure_lm" comes in?


For FS9, _lm are only used for scenery objects,
_l are used for aircraft.

For FSX, either suffix may be used interchangably.  Shocked
 

Bill
... Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 NOTE: Unless explicitly stated in the post, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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Reply #3 - Jul 31st, 2008 at 1:20pm

Alrot   Ex Member
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I don't know Bill, I'm pretty sure I must be wrong ,but in FSX seems like the suffix wouldn't matter ,the only thing ive seen is the preffix $ witch is need it,

XX_T XX_L XX_C don't make any difference as long as I keep the right DX setting properly,With and without suffix is the same for me ,...am I right? Undecided
 
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Reply #4 - Jul 31st, 2008 at 1:38pm

Alrot   Ex Member
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Travis wrote on Jul 31st, 2008 at 3:37am:
<sigh> Okay, I have a terrible issue with the texturing on my new project.  No matter what I seem to do, I get the translucent look at dusk/dawn and no textures whatsoever at night.

I first tried using "texture_T" in the Diffuse Color and Specular Color sections of the Material Editor in Gmax, and "texture_L" in the Self-Illumination section.

Then I tried using just "texture_T" in the Diffuse Color section, and left all the others blank.  But no matter what, I still get the same issue.

What am I doing wrong?

I know I've done this before, but I guess it's been so long that I just can't remember what I did to make it work right the last time. Embarrassed



Travis Shocked Forget this post if is not ..

Are you using makemdl9 FS9-SDK??? Shocked

Have you applyed to every single XX_T texture a Light map XXX_L in the lightmap slot? ,is well known among desoiners that every single map with reflexion effects (_T) will require a light map (_L) otherwise all the objets map will be transparent , you can use a 0,0,0 256x256 map without alpha, Don't ask me why,I don't know this crazines of FS9 stuff ,but this has to be done to all _T maps  
 
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Reply #5 - Jul 31st, 2008 at 4:07pm

Travis   Offline
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Okay, I knew I remembered something like that!

I am using the FS9 SDK.  So for a texture "Fuselage1_T.bmp" in the Diffuse Color slot, I can have a completely black, 256x256 BMP that would be named "Fuselage1_L.bmp" and entered into the Self-Illumination slot, right?

For the in-game textures, "Fuselage1_T" would have an alpha channel, but "Fuselage_L" would not, correct?
 

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Reply #6 - Jul 31st, 2008 at 4:40pm

Alrot   Ex Member
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That is correct , Fuselage1_L doesn't need an alpha ,the Fuselage1_T has its alpha according to the shine part and chrome parts you want ,but It can also be without alpha channel ,the proble seems to be the suffix..

Ok I will ask you some questions to review and see if we can find this issue>:
 ,do you have in the material window above the map the opacity in 100,.. right? and in the map slot is in 100 too,.. correct?, Now in this same map the Fuselage1_L should be in self illumination slot and make sure they both are selected..
Fuselage1_
T        these two has to have the exact same name with the diference just in the suffix in the texture folder ,make sure they are in dtx3 or 1  (It could be that the lightmap (fuselage1_L) could be bad compress too..
Fuselage1_
L


Make sure you are not using FlightSimX mode (The new FSX-SDK) you have to use standard material when you pick them up..
Also make sure the square box(Show map in view port) IS selected ,try to compare this drawing I made as example it has to be like this:

     ...

 
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Reply #7 - Jul 31st, 2008 at 8:00pm

Travis   Offline
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Is there a way to remove a certain texture from being assigned in one of those slots?  I assigned the Specular Color spot with "Fuselage1_T" but I think that might be screwing me up, because even after doing everything Alrot suggested, I still get transparency at dusk and no textures at night.  I tried simply unchecking the box, but that didn't help any.

And is it possible that something is wrong with my MakeMDL setup?  I ahve both Middleman and MDLCommander installed (correctly) but I'm wondering if one of those progs is set up wrong.
 

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Reply #8 - Jul 31st, 2008 at 8:20pm

Alrot   Ex Member
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I'm not sure If you can use the FSX-SDK fetures neither DX dialogs for FSX in a makemdl9 ,and I'm almost sure that's what causing the issue,it has to be standard ..

Of course Im not 100% sure Undecided
 
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Reply #9 - Jul 31st, 2008 at 10:22pm

Fr. Bill   Offline
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Travis wrote on Jul 31st, 2008 at 8:00pm:
Is there a way to remove a certain texture from being assigned in one of those slots?  


It's horribly difficult!

Grab any of the <None> entries and drag it into the Specular Color slot...  Grin
 

Bill
... Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 NOTE: Unless explicitly stated in the post, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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Reply #10 - Jul 31st, 2008 at 11:15pm

Travis   Offline
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. . . oh . . . Tongue

You sure it isn't any easier than that?  I mean, can't any of YOU guys do it for me? Cheesy
 

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Reply #11 - Aug 1st, 2008 at 1:18am

Travis   Offline
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Hooray!  It works!

I just had to do what you said and then in the dialog for Middleman (or is it MDLCommander?) I had to uncheck "Has Night Map".  That seemed to work just fine.
 

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Reply #12 - Aug 1st, 2008 at 2:32pm

Fr. Bill   Offline
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Alejandro Rhodes wrote on Jul 31st, 2008 at 1:20pm:
I don't know Bill, I'm pretty sure I must be wrong ,but in FSX seems like the suffix wouldn't matter ,the only thing ive seen is the preffix $ witch is need it,

XX_T XX_L XX_C don't make any difference as long as I keep the right DX setting properly,With and without suffix is the same for me ,...am I right? Undecided


Actually Alex, in FSX what you name any bitmap is completely irrelevant...

...with the sole exception of vc panel textures where the $ prefix is required. The "$" (dollar sign) is a special flag that tells FS to auto-generate a virtual bitmap on which to display gauges.

As an experiment, I named the fuselage texture for Diffuse Color "Fred.bmp" and the Self-Illumination texture "Ginger.bmp"...

"Fred.bmp" displayed the fuse texture just fine, and "Ginger.bmp" supplied the lightmap without problems!  Grin

But, for the sake of our continued sanity, I highly recommend that folks continue to use a rational and meaningful system for naming their model's files!!!  Wink
 

Bill
... Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 NOTE: Unless explicitly stated in the post, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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Reply #13 - Aug 6th, 2008 at 8:28pm

Travis   Offline
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Well, now that I have the nighttime issue's fixed, I'm getting other things going awry.  Whenever I turn on the lights, it goes translucent again.  I'm guessing this has something to do with the _L maps, but what?  I have an alpha channel mapped to each one (255,255,255) and the texture itself is 0,0,0 black.  So what could be causing this?
 

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Reply #14 - Aug 6th, 2008 at 8:38pm

Boikat   Offline
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I had that same problem with when fooling around with a texture, and I think the little black  "whatever_lm" was what fixed it.
 

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Reply #15 - Aug 6th, 2008 at 9:39pm

Alrot   Ex Member
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Ta da da daaaaa!!!


I know what it is ,....you need the light map travis ,Man are you listening to me? well Roll Eyes reading me? ,this happends when you have an _t map without an _L map in FS9-SDK makemdl9 ,I think I told you that above a 256x256 black 5,5,5,  dtx3 ,but Im not sure if you are reading me.. Huh

and make sure you put this little map in the texture folder ,I used to forgot this too..
 
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Reply #16 - Aug 7th, 2008 at 12:14am

Travis   Offline
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Okay, well I was reading, but I guess not comprehending.

I have a texture labeled "Texture_L" along with "Texture_T", and the _L is the pure black (0,0,0) with a pure white (255,255,255) alpha channel, saved in DXT3.  What I'm reading you saying is that the black needs to be (5,5,5) right?


EDIT: Oh, right.  White alpha means that it goes transparent, right?  Everything is fixed now . . . Tongue
 

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Reply #17 - Aug 7th, 2008 at 12:23am

Alrot   Ex Member
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yes ,try 5,5,5

and standard ,don't use flightsimX , only standard in both _T and _L
 
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