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Search results

  1. RicherSims

    P3D v4 HDR Lighting setting and Destination Blend/Source Blend (One/One) Material Settings.

    The common method used for creating nice glowing light halos is to use the One/One material setting with Destination/Source Blend on a textured plane with a black background in FSX. This also works nicely in P3D, except, - I have now discovered - when HDR lighting is enabled. The result is no...
  2. RicherSims

    P3D v4 Blender mapping error

    I actually do not do my modelling in blender. I model in Sketchup and then import to Blender only to bake my textures. You could probably try the Bisect or Subdivide Tool. Someone more experienced with Blender modelling will have to assist you with that particular problem.
  3. RicherSims

    P3D v4 Blender mapping error

    Did you use MCX's Ground Polygon Wizard by chance? There seems to be a bug when it has handling polygons which are really long, I think greater than 500m. If memory serves me correctly, when it attempts to split the polygons, sometimes it creates incorrect vertices which create new polygons. Try...
  4. RicherSims

    Textures are getting blurry from a near distance

    This is a limitation of Sketchup's OpenGL texture filtering, I believe, and not anything you are doing wrongly. When exported to the game engine the textures will look as they should depending on what level of Texture Filtering you have in game. (Bilinear -> Trilinear -> Anisotropic, etc).
  5. RicherSims

    P3D v4 3D grass Transparency

    Converting the texture from DXT1 to DXT5 will not work because the texture gradient does not exist in the DXT1 texture to begin with. You will just have a DXT1 texture with no gradient in DXT5 format. Start with your original texture (PNG, TGA, etc) and use the texture tab of the material...
  6. RicherSims

    P3D v4 3D grass Transparency

    Is your texture saved as DDS DXT5 instead of DXT1? DXT5 allows transparency gradients. DXT1 does not.
  7. RicherSims

    [SOLVED] Irregular lighting at Triangulated Edges. (Wrong Import of Vertex Normals from Sketchup?)

    I have found the culprit. Some research has lead me to believe that Sketchup's OBJ exporter gives custom normals which are incorrectly interpreted by Blender. These have to be cleared from the mesh using the Properties Toolbar > Object Data > Geometry Data > Clear Custom Split Normals I have...
  8. RicherSims

    [SOLVED] Irregular lighting at Triangulated Edges. (Wrong Import of Vertex Normals from Sketchup?)

    Are we using the same version of Blender? I am on 2.79b. I can get textures out of Blender correctly using DAE by setting the export options to UV textures as opposed to Materials. However the normals are still incorrect. I used Blenders default OBJ export options, which causes the orientation...
  9. RicherSims

    [SOLVED] Irregular lighting at Triangulated Edges. (Wrong Import of Vertex Normals from Sketchup?)

    Hi gfxpilot, thanks for taking a look. The initial geometry does not contain any deviations. Yes I removed the lights as they were part of another object. Yes the same lighting problems occur in sim as in MCX. I have not tried exporting to another format but I will try now. In my experience the...
  10. RicherSims

    [SOLVED] Irregular lighting at Triangulated Edges. (Wrong Import of Vertex Normals from Sketchup?)

    Thanks. No Difference. That is my usual method and the issue does not occur this way. Which is why I'm positive it is something in blender. I usually use the OBJ format over DAE as I have experienced issues with retaining textures when importing and exporting, but I can confirm the same issue...
  11. RicherSims

    [SOLVED] Irregular lighting at Triangulated Edges. (Wrong Import of Vertex Normals from Sketchup?)

    Find attached a packed blend file if anyone would like to take a look. Thanks in advance.
  12. RicherSims

    [SOLVED] Irregular lighting at Triangulated Edges. (Wrong Import of Vertex Normals from Sketchup?)

    This was before the cleanup, normal recalculate and edge split modifier. This was after. The normals look like they were corrected, but still show up incorrectly in MCX. I have checked and unchecked write normals on export and have seen no difference. P.S: How does one "apply scale"? I have...
  13. RicherSims

    [SOLVED] Irregular lighting at Triangulated Edges. (Wrong Import of Vertex Normals from Sketchup?)

    Thanks for the suggestion. I saw that posted on another Blender forum but nope, no luck with that.
  14. RicherSims

    [SOLVED] Irregular lighting at Triangulated Edges. (Wrong Import of Vertex Normals from Sketchup?)

    Hi all, Geometry imported into Blender seems to have the following problem. Irregular lighting at the edges of triangulated geometry. (Imported from SketchUp into Blender and then exported and displayed in MCX) I've tried a Limited Dissolve to reduce the number of triangles, but that just...
  15. RicherSims

    Argyle International Airport (TVSA)

    Cargo area, hangars and surrounding vehicles and clutter.
  16. RicherSims

    Argyle International Airport (TVSA)

    Terminal finally imported into the sim. Look closely and you can see the bump mapping affecting the lighting off the walls. Next job is to light up every light bulb for night textures. Ultra HD Texturing will be offered as option.
  17. RicherSims

    Argyle International Airport (TVSA)

    A few updates: Work on the custom 1m mesh in Sketchup. I imported the original 5m mesh as a DXF file, draped the airport layout onto it to cut the flat area out of the hills and mountains, hand drew the cliffs and stepped terraces, and sculpted some of the roadways. I then exported it back out...
  18. RicherSims

    Semi-Automated Building Footprint Extraction from Satellite Imagery for Autogen Creation in FSX/P3D

    Falguni, the correct sim probably has not been set in ScenProcs settings. You should still be able to use it despite warnings. The code can be typed directly in ScenProc after you click on "New". It will be better to post questions regarding ScenProc in its dedicated forum. Please also don't...
  19. RicherSims

    Semi-Automated Building Footprint Extraction from Satellite Imagery for Autogen Creation in FSX/P3D

    Ok. There is a forum here dedicated to ScenProc, and the manual is also handy. You will get there eventually. Don't be afraid to ask questions.
  20. RicherSims

    Semi-Automated Building Footprint Extraction from Satellite Imagery for Autogen Creation in FSX/P3D

    Glad to hear it Falguni. You're welcome. Mind posting a screenshot of your final results in sim? Regards, Zev.
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