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No Textures on Static Model in DCS


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Posted
41 minutes ago, the animaniac said:

Hi there

I Have a beginner-Question, i get not the the Textures on this Static Model, Geometry is OK an i get i viewable in DCS Missions.What make i wrong? Can someone Help me please?

 

Here the File:https://www.dropbox.com/scl/fo/py3sbq54ltly0tropgcav/AM8r14PfTEHUOxZ822sK_zY?rlkey=bvdkdsfrrl2tifn8fndcbb87k&st=lnlkfasu&dl=0

Are the textures that you assigned in Blender/3DS the exact same name as the ones in your texture folder?

Posted

Okay I checked in the MV and no textures load

What software is used?

is the the textures made cool?

if using 3ds max use scanline (Legacy) textures.

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"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

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  • Solution
Posted (edited)

It's not fundamentally the program used to create a model, but rather the application of texture assignment: Diffuse, Normals, Specular, and Roughmet. These are the main textures for a model's exterior appearance. DCS uses these terminologies. Other simulators use different ones, such as Alberto for the diffuse texture. The diffuse texture is always the base texture and should retain its clear name. In your example (satellite_bottom; satellite_middle; satellite_top), the name for FARB, since it also exists in ED, should have the suffix satellite, i.e., satellite_farp. All assigned layers on the model are then created from these names. For NORMALS, "_normal," for SPECULAR, "_spec," and for ROUGHNESS_METALLIC, "_roughmet." Your description could then look like this:
livery = {
{"satellite_farp", DIFFUSE, "satellite_farp", false};
{"satellite_farp", NORMAL_MAP , "satellite_farp_normal", false}; 
{"satellite_farp", SPECULAR , "satellite_farp_spec", false}; 
{"satellite_bottom", DIFFUSE , "satellite_bottom", false}; 
{"satellite_bottom", NORMAL_MAP , "satellite_bottom_normal", false}; 
{"satellite_bottom", SPECULAR , "satellite_bottom_spec", false}; 
{"satellite_middle", DIFFUSE , "satellite_middle", false}; 
{"satellite_middle", NORMAL_MAP , "satellite_middle_normal", false}; 
{"satellite_middle", SPECULAR , "satellite_middle_spec", false};
{"satellite_top", DIFFUSE , "satellite_top", false};
{"satellite_top", NORMAL_MAP , "satellite_top_normal", false};
{"satellite_top", SPECULAR , "satellite_top_spec", false};
}
A specular is automatically replaced by a created roughmet texture with the addition of the diffuse roughmet. So, if you have a roughmet, the entry for the specular is no longer necessary. (specifically, "satellite_bottom_roughmet") I replaced your textures and created a fictitious 03, since it doesn't exist. The pixel resolution of 8192x8192 is not necessary for this project.

https://e.pcloud.link/publink/show?code=XZxtq6ZQdlUXg5nkiStHF5lNEFu8VnTUk4y

image.png

Edited by Urbi
  • Like 1

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Posted

Thats worked perfectly, many Thanks Urbi. May i askYou  in the Future for Help when i can´t go further? One question i have now, i need Lighting Textures on a Object, is that Possible(I hope)

Greetings from Vienna/Austria

Michael aka the Animaniac

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