• 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:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Search results

  1. RicherSims

    MCX MCX does not export point lights to XPlane OBJ Format

    @arno Attached is an OBJ with the lights manually written in. If I open the object in MCX the lights appear fine, but if I re-export it only the spot lights are written. I can get around this by manually changing all my point lights to spot in MCX, but I just thought this might be a bug that...
  2. RicherSims

    Feature Request: ZoomScale and PanScale Multiplier

    Don't be an idiot like me guys. RTFM. I hate to be that guy who always wants more from an already amazing piece of software... but is it possible to add a button or two that can modify how fast we zoom/pan? It'd be a lot easier to finely control zooming/panning as I work on models of vastly...
  3. RicherSims

    MSFS20 [SOLVED] SDK build creating (hidden, protected) desktop.ini file

    TLDR: Microsoft can't process my files for release on the MSFS Market Place because a random desktop.ini file is showing up in the ContentInfo folder inside the zip when I Build & Export my package. I know you're wondering, "OK. Just delete the file from the zip". I tried that. Their tools throw...
  4. RicherSims

    MSFS20 Fake Terrain

    Have any devs successfully used the Fake Terrain material setting? My understanding is that it's supposed to apply shaders to your material so that it matches the ground in all lighting conditions. However I see no difference on my object. I'm trying to match an object to the surrounding ground...
  5. RicherSims

    MSFS20 [SOLVED] Black/Dark Grey PBR Textures

    The images below show an object exported from Blender in GLTF format that, unlike all my other objects, insists on displaying black textures in MCX unless I set isPBR material to false. The shader nodes in blender and material settings in MCX are identical to all my other materials. This is...
  6. RicherSims

    FSX SODE objects do not load until a few meters away on approach to airport.

    TLDR; Objects load fine if you start of at the airport and remain visible when you leave, but do not load back when returning to the airport until you are a few hundred meters away. This is a new problem from a 3 year old product of mine. First user to ever report it but I am stumped. The...
  7. RicherSims

    MSFS20 FSPackageTool is changing my geometry (changing triangles and adding texture vertices) causing texture distortions. Major bug? [SOLVED]

    TLDR: Models are changing after running through the FSPackageTool, causing textures to become misaligned. How can I avoid this? Why this is even a thing I don't know, but it is happening. This seems to be related to the following threads on texture distortion...
  8. RicherSims

    MSFS20 Rain Drop Scale?

    I can't seem to set this parameter via MCX for a window object that I want to adjust a Windshield Material on. Can this be implemented @arno ? See below from the MSFS docs (right hand side, 3rd to last parameter):
  9. RicherSims

    MSFS20 [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...
  10. RicherSims

    MSFS20 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. RicherSims

    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...
  12. RicherSims

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

    I'm coding a tool to perform a batch edit of the Friendly Names in the MDLN section of MDL files. (Becasue sometimes I have files with different file names but identical friendly names, and I need to batch process them in ModelConverterX, but MCX will overwrite previous files as they all have...
  13. RicherSims

    Algorithm to Calculate Lat/Long based on distance from central Lat/Long

    This may be extremely simple, but the math seems to be escaping me and my research hasn't given me a definite answer. I have an object with several vertices whose position from the origin is known in meters. (X and Y). We will assume the object is flat. I also know the object origin is at a...
  14. RicherSims

    Translucent AND Reflective Glass?

    So I can achieve one or the other but not both. Is this even possible on scenery objects in XP11? I know this effect is possible on cockpit glass. I can make the glass translucent with a simple 50% alpha channel. If I add NORMAL_METALNESS and GLOBAL_SPECULAR 1.0 no reflections appear but...
  15. RicherSims

    [SOLVED] Flat/Smooth shading in X-Plane 11 (Converted objects)

    I am aware that MCX does not yet fully support all the attributes that XP11 provides, but please let me know if this is something that I am missing. Models converted into the XP OBJ format all seem to have flat shading instead of smooth shading in the sim. (They appear perfectly smooth in...
  16. RicherSims

    FSX Texture.cfg fallback works in P3Dv4 but not in FSX.

    Using 1.6.5. The texture fallback to a common folder located in My Documents works perfectly in P3Dv4 but does not work at all in FSX. The models load all black or do not load at all. The work around is having multiple copies of the same files in both the common folder and the SODE texture...
  17. RicherSims

    Richer Simulations TBPB 2020

    Care to take a guess? Hint: It's in the Caribbean. More pics to follow if no one can guess.
  18. RicherSims

    Douglas-Charles Airport (TDPD)

    A lot has changed since I started (and stopped) this project 4 years ago. Long way to go still. The first of 2 airports on the island.
  19. RicherSims

    Is it possible to turn off the rain spray effect on a ground polygon even if it is raining?

    I'd like to have a particular ground polygon have no rain spray effect despite it raining in the sim. Is this possible? I've asked because I notice that the rain spray effect seems to be generated as long as the wheel is rotating on terrain. I know that effects are attached to the aircraft...
  20. RicherSims

    P3D v4 Default Autogen Objects suppress Autogen Trees (specifically the ag_telephonepole)

    I've stumbled upon an issue that seems to exist only in P3Dv4. I don't think I've encountered it in other sims. Any autogen I create which has but a single default autogen object in that cell (specifically the ag_telephone object pole; found in Scenery\Global\scenery\autogen.bgl; GUID...
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