I did not know of this until having problems with textures in a scene containing several objects with different textures. I would build objects, test their scenery position, develop a texture, create a material in gMax, texture the object in gMax and test again in FSX. All well and good. Next I add more objects to the scene, add another material, then texture the new objects in gMax. All looked great in gMax, but when testing in FSX the newly textured objects were getting their textures from the first set of materials.
It turns out that when materials were added in this fashion, the material number did not get incremented so I had two material 0, thus the conflict, even though in gMax the objects were textured properly. This required that I had to have the textures for all objects developed and the different materials added in one gMax session. In this way the material number is incremented by one each time a new material is added.
Is this a common "gMax/Acceleration SDK" problem that I'm just learning about?
It turns out that when materials were added in this fashion, the material number did not get incremented so I had two material 0, thus the conflict, even though in gMax the objects were textured properly. This required that I had to have the textures for all objects developed and the different materials added in one gMax session. In this way the material number is incremented by one each time a new material is added.
Is this a common "gMax/Acceleration SDK" problem that I'm just learning about?