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GMax texturing - brain fade..

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It's awful when your mind goes blank. In this case I am missing something obvious with GMax and I can't work out what..Object is built, material applied and it's converted to editable mesh. I've added the texure map, set the object to Unwrap UVW and picked out all the faces. These are all edited to fit and the end result looks good in GMax..Then I export to FS and there is no texture showing.. I've tried this several times now with different objects and bitmaps and the same blank result happens. So what have I forgotten folks?Bitmaps are square and I've tried DXT3, 8 bit, Alpha on and Alpha off but nothing works and I have no more hair to pull out. I've looked at all the other GMax objects I've made but I still can't see the bit I've missed.. I think there's a hole in my brain and it's leaked out.I know scenery designers eventually go mad but I didn't expect it so soon :)boneshttp://fsaviation.net

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I make my bmp into a dxt1 texture, and that file needs to be in a texture folder that is in the path of the scenery location...Bob B

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Thanks for the tip but I can't see that changing to DXT1 will make the object visible again. It's something stranger than that.The object DID appear during one FS check but it was wearing a bitmap for a totally different, non Gmax object (a lighthouse!). I can't see how that happened at all because a look at the ASM file shows it has train.bmp in the coding..boneshttp://fsaviation.net

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Have you added the mipmaps to the texture?

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Hi Arno,Just had a look to make sure and it's a yes to that question.I'll scrap all the modifiers back to the editable mesh stage and start over again..boneshttp://fsaviation.net

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In fact ignore the above. The problem may go further back to the Editable Mesh versus Edit Mesh modifier as you mention in the other thread about Designers giving up.. :)boneshttp://fsaviation.net

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