UVW Mapping problem.
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Thread: UVW Mapping problem.

  1. #1

    UVW Mapping problem.

    Milton, I've followed along with your 3-view calibration box video with my GMax open, and when we get to the point where you apply the texture, the shade of the box changes slightly, ( mine does not) and then click the little checkered blue and white box to show the texture, my texture does not show. It stays the default colour as when I created the box. Is there a setting I'm missing? Thanks.
    Intel I5-9600kF, ASUS Z-390 MB, Geforce GTX1660, 16GB DDR4, 2TB SSD, Corsair H60 Water Cooler,650watts, sliders on max.

  2. #2
    Quote Originally Posted by Fnerg View Post
    Milton, I've followed along with your 3-view calibration box video with my GMax open, and when we get to the point where you apply the texture, the shade of the box changes slightly, ( mine does not) and then click the little checkered blue and white box to show the texture, my texture does not show. It stays the default colour as when I created the box. Is there a setting I'm missing? Thanks.
    Not sure without screen shots or video of what you have.

    Ensure your map is correct for the texture and object;
    ensure that the poly was selected when you applied it;
    ensure the bmp/jpeg is of the correct format and size;
    if you cannot see it applies still, apply an Unwrap UVW to the stack, select Edit from the Parameters in the Rollout, and view how the map fits the texture. Adjust as necessary.
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  3. #3
    Ah yes! the right format. I forgot the .bmp has to be 256, 512, or 1024 and 8bit if I remember right. I'll try that and report back. Great to speak with you Milton, all the best to you good sir.
    Intel I5-9600kF, ASUS Z-390 MB, Geforce GTX1660, 16GB DDR4, 2TB SSD, Corsair H60 Water Cooler,650watts, sliders on max.

  4. #4
    Well, I was still not successful. What is the .bmp size and format supposed to be again? I've included here, my procedure in photos. I do appreciate your help. It's been 9 years since I've been in GMax lol

    Doug
    Attached Thumbnails Attached Thumbnails Image1.jpg   Image4.jpg   Image7b.jpg   Image7a.jpg   Image7.jpg   Image8.jpg  

    Intel I5-9600kF, ASUS Z-390 MB, Geforce GTX1660, 16GB DDR4, 2TB SSD, Corsair H60 Water Cooler,650watts, sliders on max.

  5. #5
    Hi Doug,

    I cannot discern the issue from the screen shots provided.

    To clarify texture sizes, gmax does not care; its that we have to conform to FS requirements for the textures so using powers of 2 sizes like 512, 1024, 2048, 4096 is what we do in gmax as well.

    Also, in gmax, you may use bmps or jpegs or anything gmax accepts. When the model and texture data is exported, the texture suffix (bmp, jpeg, etc) is stripped and bmp is assumed for FS.

    In your example, you show that you flipped the box polys in the process but the box polys do not appear flipped (facing inwards) in subsequent screen shots.

    I am providing a link to a video of creating the calibration box and mapping it. It may help to review the steps.

    https://www.youtube.com/watch?v=THT7...ature=youtu.be
    Milton Shupe
    FS9/FSX Modeler Hack

    My Uploads at SOH - Here
    Video Tutorials - Gmax for Beginners

  6. #6
    Doug, you click on the Flip button, but have you first selected any polys to flip? None will flip unless selected. The exact same problem with applying the UVW - if you don't select any polys in Poly Select, none will show the mapping you want.

    Regardless of bitmap size, the order is


    1. Create the material in the Material Editor using your bitmap. Back out by clicking on Go to Parent* (the up arrow next to the blue-and-white chequered box button.)
    2. Now Apply the material to the box and it should turn grey.
    3. Apply a Poly Select modifier to the box and in poly sub-object click on the poly you want to texture. F2 will toggle the red shading to show which poly(s) are selected.
    4. Apply a UVW Mapping modifier to the box. The selected poly should show the texture (and the other polys will show a distorted version until they too have had Poly Select/UVW Mapping modifiers applied too. So if each face of the box is to show a different picture, there will be 6 Poly Select/UVW Mapping modifier pairs before you're done.


    I haven't mentioned mapping size or orientation, since Milton goes into that in his own tutorials. Hope this helps.

    * it's important to do this to avoid multi-materials being created when you don't want them
    Tom
    __________________________________________________ ___________________________________________
    Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7

  7. #7
    Thank you sir, for the detailed explanation. I will refer to this when I move forward. As is typical with this program, always one or two steps forward, one back. I redesigned some parts of my model, and have gone through and fixed up a lot. I was probably excited to have this finally done I stopped being finicky, and some parts where really not finished. To my liking anyway. I'm following through with the steps outlined in Milton's " Converting FS9 Gmax models to FSX 1&2". Thank you for that Milton. It's all new to me once again, but it's coming back to me. I'll be driving somewhere and remember something I used to do in Gmax. It's an "oh yeah" moment. Here's a screenshot from tonight. Big improvements coming for Firefly AS version 2 for FSX. Stay well friends.
    Attached Thumbnails Attached Thumbnails Firefly progress 2020 - new radiators with cowl flaps.jpg  
    Intel I5-9600kF, ASUS Z-390 MB, Geforce GTX1660, 16GB DDR4, 2TB SSD, Corsair H60 Water Cooler,650watts, sliders on max.

  8. #8
    Good day folks. I hope everyone is doing ok, staying safe and doing our best to not catch this virus. Wow..scary times indeed. I just wanted to jump back in here after trying many different suggestions to get my materials to show in GMax with no luck, I believe I am closer to solving my problem but I tried everything everyone suggested, and still had no luck.

    I am using Windows 10 64bit. GMax is an old program. One thing that I did in the initial setup was in Customize/ Preference Settings/ Display Drivers - I chose OpenGL. After weeks of exploring 10 year old forums, it was a comment by HairySpin I saw which produced an encouraging result. "Direct3D works better in Windows 10". I switched drivers, and at first my materials appeared on objects finally!

    But that only worked once on one face of a box. I then tried to map another face with a different view .bmp, and it just overwrote the previous material. I deleted the calibration box, and built another. Now not showing materials again. Switched drivers, OpenGL is still a no show to materials. Switched back. Now no show in Direct3D. >

    It seems mapping is only possible in Direct3d but the quality is awful. The model lines are jagged, and the zoom causes all kinds of anomalies and view port garbage. OpenGL looks better, the model is perfectly smooth, but I can't map anything. I'm discouraged, and out of ideas. What am I missing? A driver? A method?
    Last edited by Fnerg; March 25th, 2020 at 19:47.
    Intel I5-9600kF, ASUS Z-390 MB, Geforce GTX1660, 16GB DDR4, 2TB SSD, Corsair H60 Water Cooler,650watts, sliders on max.

  9. #9
    Sorry to have to be replying to my own concern, I guess this section doesn't get much traffic these days. Just to update, in case in the future someone comes looking for the same answers and finds this thread, it seems likely that GMax and Windows 10 64bit are only "sort of" compatible. If you are having the same problem as me with materials not appearing on your objects in GMax 1.2 when you've done all the steps correctly to make that so, then it's likely a driver related incompatibility with Windows 10 64bit and GMax. I'm not an expert or professional modeler, just a novice. I've done 1 GMax model from scratch using the Unlimited Export render method, and released it in 2011.

    Take care, stay well

    Doug Smith
    Intel I5-9600kF, ASUS Z-390 MB, Geforce GTX1660, 16GB DDR4, 2TB SSD, Corsair H60 Water Cooler,650watts, sliders on max.

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