
Microsoft Flight Simulator 2004 SDK Using Materials in gmax
scenery objects). If you want MakeMDL to use a damage texture automatically when an
airplane part is damaged, use the same name for both the Base Texture file and the
Damage Texture file, but use the following file endings:
• Use “_T” for the Base Texture file name.
• Use “_D” for the Damage Texture file name.
NightMap
The NightMap texture is used for an object at night. For dawn or dusk, Flight Simulator
blends the NightMap and Base Texture. NightMap textures are normally used for scenery
objects, not for aircraft objects.
LightMap
The LightMap texture is used at night to light the Base Texture. Unlike the NightMap
texture, the LightMap texture does not replace the Base Texture at night. Instead, it is
always combined with the Base Texture. The LightMap textures for aircraft are special
because the alpha channel contains a mask that allows you to select running lights or
landing lights. (Use A=0 for running lights; use A=255 for landing lights.)
ReflectionMap
The ReflectionMap is the alpha channel of the Base Texture. It determines the reflectivity
of the object. (Use A=0 for 100% reflectivity; use A=255 for 0% reflectivity.)
gmax materials
A gmax material comprises different settings that you assign to the surface or faces of an
object so that it appears a certain way. Materials affect the color, glossiness, opacity, and
other qualities of an object.
The following graphic shows the five types of gmax materials that you can use for
aircraft objects that you want to export to Flight Simulator 2004. It also shows the
material components (.bmp files) that are assigned to each material.
In this particular screen shot, these five materials are named as follows:
• Base Texture
• Base Texture + LightMap
• Base Texture + NightMap
• Base Texture + Reflection
• Base Texture + Reflection + LightMap
Note You can name the materials any name that you want. When you export the gmax
file to MakeMDL, only the properties that are assigned to a material are relevant.
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