General MAIW Conversion Package issues
- gsnde
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Re: General MAIW Conversion Package issues
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
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
Martin
________________________________________
The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
Re: General MAIW Conversion Package issues
Thanks I will have a look and try to reproduce.
Phil
Phil
- John Young
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Re: General MAIW Conversion Package issues
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:

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:

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

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:

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
Re: General MAIW Conversion Package issues
Thank you Gavin,
I will give it a try!
Phil
I will give it a try!
Phil
- John Young
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Re: General MAIW Conversion Package issues
Your welcome, but I'm John, not Gavin!
Re: General MAIW Conversion Package issues
We just look alike

-
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Re: General MAIW Conversion Package issues
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
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
- gsnde
- MAIW Admin
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Re: General MAIW Conversion Package issues
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
Martin
________________________________________
The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
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Re: General MAIW Conversion Package issues
Can any of the aircraft that are from P3Dv4 be used in FSX?
Robert P. Armstrong Ret.
- John Young
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Re: General MAIW Conversion Package issues
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
John
Re: General MAIW Conversion Package issues
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
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