I'm trying to use PBR Rendering with MCX since it came out. I got it working so far with all the bump ( normal map ), metalic and smoothness map....
I noticed one problem though. When I have a diffuse texture with an alpha channel MCX uses it fine until I convert the model into a P3D...
I think this will be a very good project as I'm also flying regularly to/from Hamburg in P3D V4 with ORBX. The performance there is quiet bad and the autogen around the harbor looks very unrealistic... I'm excited and keep the work up!
Grüße aus Hamburg,
I'm using Sketchup for my GP's for about 4 months, so I'm still not a pro in it.......
So here is my problem:
When I rotate any texture in SketchUp, it will export the texture just as often as I've used it for a surface ( see my screenshot ( texture BIKF_apron).
As Arno said in the post below yours, you may have a bgl library - that means every object/model in this library is separate.
You can only apply effects on a model separate, not on libraries.
So a solution for your problem would be to place all the objects in one mdl file. Then you apply your...
I have experienced similar problems with those triangles......
My GP 3D Model created with SketchUp looks fine ( also as MDL ). When I load it in the GPW in MCX, I select ,,Slice Polygons (100 meter)" and optimize reference point location.... When I have loaded the bgl file...
I am trying to get a background image into ADE..... After resizing the original BMP from SBX in GIMP as a png an error error came up as shown in the screenshot. Does someone know the reason for that ( btw the image is only 7 mb big )????
I want to convert textures in the Material Editor, but when I hit ,,Save Textures", MCX is showing me a warning message:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************...