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ModelconverterX MSFS2024 object

I think I understand now how the normals are written as well. I just need to validate it against some known input normal image. I guess for that I will have to run some package with known input throught the packager tool and compare the output.

1732358252913.png
 
I confess, I don't own MSFS 2024 yet. Waiting for the initial bugs to be fixed. Maybe one of our members can compile a simple cube using a simple PBR texture set, and zip the entire project to a cloud storage with a link here for Arno?
 
And little more testing, here is the diference between adding LODs, it doubles or triple the distance before objects dessapear, Arno I used MXC to add the LODs at 100, 50, 25, and 10, I haven't used the LOD tool in MCX thata many times so I am not that familiar with it, I have 2 quiestions: what does the Auto calculation does when enabled, I couldn't figure out and the other is how does the option of adding an emty LOD work, what is that for? I'll leave a little video to show the behavieour of when adding LODs vs not adding them


Could you report that bug to MSFS also? I did and the more bug reports the faster they will fix it.

The XML Lod values dont apply and work either.



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The problem isn't converting them to png or whatever format, the problem is that no exporter produces a good ktx2 file. There seems to be some additional data in the header (Flags) that Photoshop with NV texture exporter doesn't produce. Even using a unedited texture and export to ktx2 doesn't work. Or.... a checksum on files, but I doubt that.

Example picture added where I tried to fix the windows to remove scratches and fingerprints.
 

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I confess, I don't own MSFS 2024 yet. Waiting for the initial bugs to be fixed. Maybe one of our members can compile a simple cube using a simple PBR texture set, and zip the entire project to a cloud storage with a link here for Arno?
I did buy MSFS 2024 a few days ago, since without having the sim exploring formats and making my tools work is hard. So I'll try to compile an object with normal map that I have and see how the resulting KTX2 textures look.
 
The problem isn't converting them to png or whatever format, the problem is that no exporter produces a good ktx2 file. There seems to be some additional data in the header (Flags) that Photoshop with NV texture exporter doesn't produce. Even using a unedited texture and export to ktx2 doesn't work. Or.... a checksum on files, but I doubt that.

Example picture added where I tried to fix the windows to remove scratches and fingerprints.
There are some asobo specific keys in the KTX2 file, maybe that's what's missing when other tools make them.

But is the normal flow not to let the packager tool make the KTX2 files once some object sources are modified?
 
I did buy MSFS 2024 a few days ago, since without having the sim exploring formats and making my tools work is hard. So I'll try to compile an object with normal map that I have and see how the resulting KTX2 textures look.

Like to work on that part we need to get the LOD issue fixed and mentioned to Asobo, because its in our way of development.


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There are some asobo specific keys in the KTX2 file, maybe that's what's missing when other tools make them.

But is the normal flow not to let the packager tool make the KTX2 files once some object sources are modified?
It looks like the .flags file is moved to the header. No idea why because they still use texture.jsons...

The packagetool works, but for modding textures it's not a great option, you have to compile a project every time for textures.
 
Like to work on that part we need to get the LOD issue fixed and mentioned to Asobo, because its in our way of development.


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What LOD values do or did you use? Using 100-20-7-1 for my models and that works, also used those values on Inibuilds Lowi on a few rebuilded models (thanks to Arno's MCX to export models :) ) as they had LOD issues also.
 
Hi Arno. Here's a link to some files. They contain 2 main folders one for 2020 and one for 2024. Inside each folder are textures, .blend files, and gltfs.
My_Tan_Rock.zip
 
Thanks Dick, now I have some input and a KTX2 file to compare for the normals. They are not exactly the same yet, so I need to check my texture reader a bit more.
 
What LOD values do or did you use? Using 100-20-7-1 for my models and that works, also used those values on Inibuilds Lowi on a few rebuilded models (thanks to Arno's MCX to export models :) ) as they had LOD issues also.

Well it doesn’t matter what value I use they eventually disappear when I move away, thats the issue I have.


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Thanks Dick, now I have some input and a KTX2 file to compare for the normals. They are not exactly the same yet, so I need to check my texture reader a bit more.
You might try to compile the object as a SimObject and see if there are any differences.
 
Well it doesn’t matter what value I use they eventually disappear when I move away, thats the issue I have.


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Ah okay, they should disappear but not to fast (obviously). Maybe try a box with vertex color for the last lod and see if that helps
 
Ah okay, they should disappear but not to fast (obviously). Maybe try a box with vertex color for the last lod and see if that helps

As in what should I do? A transparant box or?


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No, just a colored and not a texture (main color of your model) box as the last model in your LODS with value 1.

https://docs.flightsimulator.com/html/Asset_Creation/3D_Models/LODs.htm?rhhlterm=lods lod

No thats not the issue I have, like the issue I have is that it dissapears in a distance which I want to avoid. And the values within the XML of the LOD dont apply somehow while it did in msfs2020.


Here is the video of my issue:


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Found the solution to LOD issue. Boundingbox needs to be increased, however somehow I cant or dont know how to edit in ModelconverterX the boundingbox.

Is there someone who knows how to increase the boundingbox size in Modelconverterx?

1732480488194.png
 
Found the solution to LOD issue. Boundingbox needs to be increased, however somehow I cant or dont know how to edit in ModelconverterX the boundingbox.

Is there someone who knows how to increase the boundingbox size in Modelconverterx?

View attachment 94611
you issue is that you are hitting the vertex limit. So the Sim is forcing the next LOD
1732482044201.png


the number on the right is the limit for the screen size. Once the number on left is bigger than it, it will go to the next LOD.
So to fix it you need to make a LOD that has about 30000 vertexs, so that the jump from lod 0 to lod 1 isnt so obvious.
 
you issue is that you are hitting the vertex limit. So the Sim is forcing the next LOD
View attachment 94613

the number on the right is the limit for the screen size. Once the number on left is bigger than it, it will go to the next LOD.
So to fix it you need to make a LOD that has about 30000 vertexs, so that the jump from lod 0 to lod 1 isnt so obvious.
I've lowered it all the way down to less then 200 vertexes, it still dissapears.

I know that also
 
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