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Microsoft
Flight Simulator 2004:
A Century of Flight
Software Development Kit
© 2003 Microsoft Corporation. All rights reserved.
Discreet and gmax are trademarks of Discreet Logic Inc./Autodesk, Inc., in the U.S.A.
and/or other countries.
Using Materials in gmax
November 2003
Microsoft Flight Simulator 2004 SDK Using Materials in gmax
Contents
Using Materials in gmax....................................................................................................1
November 2003...................................................................................................................1
Contents..............................................................................................................................2
Introduction........................................................................................................................3
Using Materials in gmax....................................................................................................3
© 2003 Microsoft Corporation. All rights reserved. Page 2 of 6
Microsoft Flight Simulator 2004 SDK Using Materials in gmax
Introduction
You can use gmax, a 3-D modeling tool included with Microsoft
Flight Simulator 2004,
to create aircraft and scenery objects and then export these objects into Flight Simulator.
To do this correctly, you must understand the relationship between the gmax materials
and the Flight Simulator texture maps.
This document describes:
• The different texture maps used in Flight Simulator 2004.
• The gmax material used for each of the texture maps.
This document does not:
• Provide step-by-step instructions for using or applying gmax materials.
• Provide instructions for exporting objects from gmax to Flight Simulator 2004.
Additional information on using gmax is available as described in the following table.
For information about See this document
Part and material names that are recognized by MakeMDL MakeMDL
Instructions for using MakeMDL to convert a file from gmax
into a form that Flight Simulator 2004 can use
MakeMDL
Instructions for installing MakeMDL in the gmax plug-ins folder MakeMDL
Step-by-step tutorial on creating a scenery object with gmax Gmax Scenery Tutorial
Using Materials in gmax
Microsoft Flight Simulator 2004 uses a number of different types of texture maps. When
you design an airplane or scenery object in gmax, you must understand which gmax
materials are used for each of these texture maps. The following sections describe the
texture maps used within Flight Simulator and define how gmax materials are converted
to Flight Simulator texture maps.
Flight Simulator 2004 texture maps
Flight Simulator 2004 uses five texture maps: Base Texture, Damage Texture, NightMap,
LightMap, and ReflectionMap.
Base Texture
The Base Texture is the main texture map for an object; it is also known as the Diffuse
Texture or the Day Texture.
Damage Texture
The Damage Texture is a copy of the Base Texture, and it is used when a part of the
aircraft object is damaged (Damage Textures are used only on aircraft objects, not on
© 2003 Microsoft Corporation. All rights reserved. Page 3 of 6
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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Microsoft Flight Simulator 2004 SDK Using Materials in gmax
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Microsoft Flight Simulator 2004 SDK Using Materials in gmax
When the gmax aircraft object is exported to Flight Simulator, the gmax materials are
translated into Flight Simulator texture maps as described in the following table.
gmax material components Becomes this Flight Simulator texture map:
Diffuse Color Base Texture
Ambient Color NightMap
Self-Illumination LightMap
Specular Color (Highlight Color) ReflectionMap
Note The Specular texture name must match the Diffuse
Color texture name or gmax will ignore it.
© 2003 Microsoft Corporation. All rights reserved. Page 6 of 6