General MAIW Conversion Package issues

Post all questions and problems with official MAIW Conversion Packages for FSX and P3D in this forum. Each package has a dedicated thread for support.
User avatar
gsnde
MAIW Admin
MAIW Admin
Posts: 4529
Joined: 05 Apr 2007, 08:13
Version: P3D
Location: South-West Germany
Contact:

Re: General MAIW Conversion Package issues

Post by gsnde »

Being the blind talking about colors…. Have a look at the PBR textures of our conversions - there are some.

They make an overall greenish expression.


Send from mobile hence short
Cheers,
Martin
________________________________________
The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
cahuich
Cadet
Cadet
Posts: 7
Joined: 18 Nov 2015, 19:03
Version: FSX

Re: General MAIW Conversion Package issues

Post by cahuich »

Thanks I will have a look and try to reproduce.

Phil
User avatar
John Young
MAIW Developer
MAIW Developer
Posts: 4444
Joined: 12 Jul 2008, 15:15

Re: General MAIW Conversion Package issues

Post by John Young »

In case it helps, the basic principle of PBR textures, at least for MSDFS, uses the conventional texture (named "Albedo" in MSFS) with a composite ("Comp") texture. This texture splits the RGB channels into separate red, green and blue maps for editing and then combines them back again in Paintshop pro or similar graphics program:

Image

A third texture ("Normal") is a single channel diffuse map that emphasises depth in panel lines etc, much like a “bump” map.

The freeware "Materialize" is a decent program to produce the various maps https://boundingboxsoftware.com/materialize/. The Ambient Occlusion (AO) map, produced this way is a bit lacking from my experience and is better produced with XNormal https://xnormal.net/, by firing light rays at the model itself and producing the map that way. Both the AO and the Normal maps need a lot of manual editing to get right.

After setting up the maps with the correct parameters in MCX, the result though is worth the effort with a decent model:

Image

Just bear in mind that when using 2048x 2048 textures, the 3 main maps in total are about 8 times larger than a conventional single 1024x2048 texture normally associated with AI aircraft. A canopy texture (PBR) and Weapons texture (non-PBR) might also be needed plus afterburner, if present. Graphics cards will need to be able to handle that and uploads will be considerably bigger of course.

John
cahuich
Cadet
Cadet
Posts: 7
Joined: 18 Nov 2015, 19:03
Version: FSX

Re: General MAIW Conversion Package issues

Post by cahuich »

Thank you Gavin,

I will give it a try!

Phil
User avatar
John Young
MAIW Developer
MAIW Developer
Posts: 4444
Joined: 12 Jul 2008, 15:15

Re: General MAIW Conversion Package issues

Post by John Young »

Your welcome, but I'm John, not Gavin!
User avatar
gavinc
MAIW Conversion Team
MAIW Conversion Team
Posts: 589
Joined: 25 Aug 2013, 09:26
Version: FSX

Re: General MAIW Conversion Package issues

Post by gavinc »

John Young wrote: 01 Oct 2023, 20:48 Your welcome, but I'm John, not Gavin!
We just look alike :D
TheFoufure
Colonel
Colonel
Posts: 2367
Joined: 06 Mar 2011, 16:48
Version: FS9
Location: Belgium

Re: General MAIW Conversion Package issues

Post by TheFoufure »

MAIW NBAI Airbus A400M Atlas Conversion

Hello,

I've seen that the A400M conversion pack contain more models (Cargo door open, Crew door open). than the original FS9 model.

I suppose they are no project to do a model with refueling wings pods ?

Thanks a lot.

Regards
User avatar
gsnde
MAIW Admin
MAIW Admin
Posts: 4529
Joined: 05 Apr 2007, 08:13
Version: P3D
Location: South-West Germany
Contact:

Re: General MAIW Conversion Package issues

Post by gsnde »

I have moved the MFI-17 topics to their own support thread.
Cheers,
Martin
________________________________________
The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
md11driver44
First Lieutenant
First Lieutenant
Posts: 174
Joined: 18 Sep 2015, 04:03
Version: FSX
Location: Texas

Re: General MAIW Conversion Package issues

Post by md11driver44 »

Can any of the aircraft that are from P3Dv4 be used in FSX?
Robert P. Armstrong Ret.
User avatar
John Young
MAIW Developer
MAIW Developer
Posts: 4444
Joined: 12 Jul 2008, 15:15

Re: General MAIW Conversion Package issues

Post by John Young »

All of my AI aircraft are dual compatible with FSX and P3D. In a few cases there are separate P3D models, where embedded lights are used in the models.

John
User avatar
gavinc
MAIW Conversion Team
MAIW Conversion Team
Posts: 589
Joined: 25 Aug 2013, 09:26
Version: FSX

Re: General MAIW Conversion Package issues

Post by gavinc »

md11driver44 wrote: 01 Jan 2025, 06:50 Can any of the aircraft that are from P3Dv4 be used in FSX?
No
P3D native aircraft are not recognized in FSX. FSX aircraft work fine in P3D.
If a conversion is for P3D only it will be because the FS9 version of the model works fine in FSX but FS9 models don't work in P3D.

Usually (for the conversions I did) there will be an FSX and a P3D conversion of propeller driven aircraft (since FS9 props don't display correctly in FSX) and a P3D only conversion of jet aircraft. Although this isn't a hard and fast rule.

Gavin
md11driver44
First Lieutenant
First Lieutenant
Posts: 174
Joined: 18 Sep 2015, 04:03
Version: FSX
Location: Texas

Re: General MAIW Conversion Package issues

Post by md11driver44 »

Thank you gentlemen.
Robert P. Armstrong Ret.
Post Reply