Setting materials
We want shiny glass, and reflections! I sat down with the box, a jumbo tin of Kirin, a combat hookah and a colt series 70, one of Henks explanations, and forced myself to figure out the material settings.
So. Open up the A-3B in MDl converter, then open material editor, we'll start with glass from where we left it.
View attachment 36711
On the right side of that window, roll down to the bottom, and work your way up the list-it's easier. You will have to do some fiddling with some textures. Lets save some time.
View attachment 36712 Dump these in your A-3B texture folder. Starting at the bottom of the list, you are going to change these values and make some new texture assignments.
recipe for shiny glass, reflections and environment maps enabled.
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alpha test function never
alpha test level 1
Z-test alpha false
allow bloom true
specular bloom floor 0.89999997615814209
ambient colour 255, 255, 255
diffuse colour 64, 255, 255, 255
specular colour 255, 255, 255
no shadow true
source blend SrcColor
fresnel ramp
diffuse true
reflection true
specular true
blend environment
by inverse diffuse alpha true
reflection scale 0.800000011920929
specular map scale 128
use global environment map true
diffuse texture GLASS_T.DDS
fresnel texture CANOPY_FRESNEL_RAMP.DDS
specular texture GLASS_S.DDS
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Now we're going to do the same thing for the external textures, a basic shine and enable reflections. Select one of the exterior textures. You'll want to do the same thing for glare panel, engine bullet and oleo. scroll down the right hand side list, make the following changes.
View attachment 36713
Remove the specular texture assignment- we'll cope with spec and bumps later. Change these values.
recipe for shiny surfaces-reflections and environment maps enabled
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allow bloom true
specular bloom floor 0.89999997615814209
ambient colour 149, 149, 149
diffuse colour 149, 149, 149
specular colour 49, 49, 49
reflection scale 0.10000000149011612
specular map power scale 0
use global environment map true
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Do this for all the external textures, update the model name in the object information editor and export.
If faced with a long list of animations and textures to convert, you may want to export a back up X file periodically as you go along. If the converter eats all your memory and derps, you wont loose all your work.
Now your A-3B has nice fsx glass and textures interacting with the environment. I forgot to grab a cap, so the B-66 will be illustrative.
View attachment 36714
I ran these processes on a selection of different models with consistent results.
Next, those dastardly coded lights