• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

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Search results

  1. MOUSY

    MSFS [SOLVED] Is it possible for a scenery object to reference a texture from separate location/material library?

    It seems that Asobo has made some changes in the most recent update or maybe I just missed it earlier. Either way, if they happened to have read this thread. THANK YOU ASOBO! Material Libraries are (now?) registered in the Virtual File System and you no longer need to duplicate textures across...
  2. MOUSY

    MSFS [SOLVED] Is it possible for a scenery object to reference a texture from separate location/material library?

    Here are the results of my investigations: Absolute paths do not seem to work. I have tried: C:\Install Packages\Community\richersimulations-rs-common\MaterialLibs\rs-common-materials\Textures and C:\\Install...
  3. MOUSY

    MSFS [SOLVED] Is it possible for a scenery object to reference a texture from separate location/material library?

    Exactly what I needed! Thanks! Nice to know fallbacks are still supported for sceneries. Now I just need to know whether the paths are virtual, relative or absolute so I can test it.
  4. MOUSY

    MSFS [SOLVED] Is it possible for a scenery object to reference a texture from separate location/material library?

    I think I follow what you mean and I think that would work if you are reusing multiple identical objects, say for example a firetruck or a light pole. However, in my use case the objects change, but they may still share a texture sheet. For example, a projected mesh of taxi-lines and markings...
  5. MOUSY

    MSFS [SOLVED] Is it possible for a scenery object to reference a texture from separate location/material library?

    In FSX/P3D/XP11 I use a lot of shared textures across multiple sceneries (for example one texture sheet with painted taxiway numbers/markings) which I place in one "common" folder. I then reference these textures from outside this common folder as the sim usually loads the textures at run time...
  6. MOUSY

    MSFS Grenadines Island Vol.1

    Are these custom asphalt materials (especially the wet tire marks?) or default Asobo materials?
  7. MOUSY

    Richer Simulations TBPB 2020

    Contact me at richersimulations a t gmail d o t com
  8. MOUSY

    MSFS Looking for a way to get more detailed control of the mesh.

    Perhaps try implementing LODs into your model that shift the model/shift the polygons as you you move further away?
  9. MOUSY

    MSFS True to Life

    These are absolute game breaking bugs if you ask me. They should pull it from the online stores. Can't believe they didn't account for every building in the world. Such lazy work. How did that even make it past beta?
  10. MOUSY

    MSFS Just took a look at the MSFS official forum... wish I didn't...

    Jeez... Talk about toxic complainers... :rolleyes: Sure the sim has a few bugs and missing things that we are used to from other sims but surely the general consensus can't really be that this absolute gem is nothing more than an unfinished, unpolished turd? (or in someone else's words: not a...
  11. MOUSY

    MSFS -Everything you know about upcoming Flight Sim from Microsoft-

    While NVMEs are indeed getting very cheap and can have insane read/write speeds, these speeds are often limited to sequential reads and writes of insanely huge files (in the GBs). When it comes to random read/writes, they are hardly any different to regular SSDs.* I know some of you may already...
  12. MOUSY

    MSFS -Everything you know about upcoming Flight Sim from Microsoft-

    https://engt.co/3jhrZZI "'Microsoft Flight Simulator' will have an in-game store for mods. ... Only approved creators can sell their add-ons in the marketplace, though. You’ll need to apply for access if you want to hawk your wares there and there’s no charge to sign up. ... Modders can set...
  13. MOUSY

    P3D v5 NoShadow for SODE objects?

    The absense of shadow comes from the NoShadow flag in the material settings of the object. Not the placement method. Set it there and you won't need to worry about SODE.
  14. MOUSY

    Overcoming the "conversion discrepancy" in XP11

    I recently converted one of my P3D sceneries to XP11 and came about this exact headache. It was so much of a pain that I decided to spend several weeks coding a solution to solve the problem of accurately placing XP objects that were split by material. Then I discovered the issues that come with...
  15. MOUSY

    P3D v5 City Light as Autogen

    https://www.fsdeveloper.com/forum/threads/caribsky-barbados-2017.440096/post-775273 This post has synopsis of the process as well as a link to a thread which describes the entire discovery process. You can start there. Also a google search for "autogen lights scenproc" may help.
  16. MOUSY

    P3D v4 PBR Decal order, disappearing layers based on zbias.

    Couldn't figure out the issue but I got around it by making the the base satellite layer 10% transparent and placing the PBR layer below it so that the dynamic light reflection appears through it.
  17. MOUSY

    P3D v4 PBR Decal order, disappearing layers based on zbias.

    Intriguing issue here. TLDR; GP layers with PBR disappear based on zbias values. I have a GP (processed through the GP Wizard of MCX and placed via SODE as an MDL) with 3 groups of layers: A satellite image base layer. (Zbias 0) A PBR layer overlay for conrete tile/asphalt areas. (Zbias 4) A...
  18. MOUSY

    [SOLVED] Tool for Editing MDL Binary content (Bug: Invalid section length for section error)

    Turns out I was right. The RIFF header content length integer had to be increased by the same amount as the MDLN section content length. Thanks for your help guys. This was a nice convo. :p
  19. MOUSY

    [SOLVED] Tool for Editing MDL Binary content (Bug: Invalid section length for section error)

    I got the idea to compare my edit to an edit done in MCX. It appears that when the friendly name in the MDLN section is changed, the integer in the first RIFF section also changes (apparently by the size of the change in the MDLN section) though I cannot figure out why. Does this section integer...
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