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Search results

  1. b2soft

    MSFS20 Guidance needed in ground layout topic

    I’ve checked this, also found, that people use service line texture space, since its has more pixels per area, and then create different textures files with only one line being in this particular spot. But will try more. So, painted line with a custom texture is kinda OK, no need for projected...
  2. b2soft

    MSFS20 Guidance needed in ground layout topic

    Thanks! But you are replacing the only one line (the widest possible), so to have 5lines its better to have 5 textures instead of one packed?
  3. b2soft

    MSFS20 Guidance needed in ground layout topic

    Hello. I’ve checked several tutorials regarding ground layout (aprons, taxiways, markings) and tried some stuff on my own, but there are some questions came to my mind. 1. How aprons are normally done? I want to use custom textures. Iirc metalness is not supported by projected meshes, so either...
  4. b2soft

    Ground Poly flickering issue

    As stated in neighbor topic, I have the same issue. Ground poly is zeroed, altitude is correct. Possibly, connected to https://www.fsdeveloper.com/forum/threads/does-gpw-convert-correctly.444495/page-4 but I cannot get workaround to this problem Runway: Pivot:
  5. b2soft

    Does GPW convert correctly?

    Still have the same problem. How to fix it using MCX? I cannot change bbox using 3ds max (otherwise I have to add fake geometry). I see smth called MDL tweaker but seems it does not save new bounding box defined in MCX. Also here is FSX Curve Editor, don't know is it OK for P3D 4.5 and how to...
  6. b2soft

    P3D v4 PBR Materials Issue

    As I've just tested in P3D, shader in 3DS is completely broken Probably, I can get acceptable solution. Thanks
  7. b2soft

    P3D v4 PBR Materials Issue

    Don't know is it possible at all.
  8. b2soft

    P3D v4 PBR Materials Issue

    I agree. Mostly I'm working with custom PBR game engines, where image is looking like in Substance/Quixel. PBR in P3D seems broken, as you can see, albedo is "overwhited" or coated with white color with no reason. So.... Will try to get acceptable solution...
  9. b2soft

    P3D v4 PBR Materials Issue

    I had smoothness map, inverted it to get roughness. So you basically reverted process back :) But it's with your texture: I have to idea why it looks so clear-coated
  10. b2soft

    P3D v4 PBR Materials Issue

    Er..... so how to setup these values? In which way they are interpolated into final values? (Smoothness + texture smoothness) / 2? I have incorrect results in simulator too, result in simulator is like in 3ds
  11. b2soft

    P3D v4 PBR Materials Issue

    Yes, Metallic and Smoothness are set to 0.0 since I have Metallic map. Such values are obtained from metallic map, aren't they?
  12. b2soft

    P3D v4 PBR Materials Issue

    Hello. I've already read a lot of topics here about PBR issues, but I cannot get things right. I have simple PBR model with Fire hydrant. Default 3DS Max shader outperforms Prepar3D SDK's one. Textures used are here: https://1drv.ms/u/s!AutddSeez-MhgpV75EaAQAuIO9WY3A?e=GzmGZS Left side - 3DS...
  13. b2soft

    P3D v4 Dark diffuse in PBR texture

    Seems I resolved this problem. It's gone :) Recheck your normals format. Also layer must be positive in the MCX
  14. b2soft

    P3D v4 Dark diffuse in PBR texture

    Hello, Arno. I will recheck my model using positive layer here is my version:
  15. b2soft

    P3D v4 Dark diffuse in PBR texture

    Sure Also, should I use negative layer ordering, or positive here: Seems, setting Layer to -8 fixes my problem
  16. b2soft

    P3D v4 Dark diffuse in PBR texture

    Hi. Just started working with the PBR materials in the Prepar3D 4.4. I created simple rectangle (in 3DS Max) and simple PBR texture (using Substance Designer). Texture looks like this (preview in 3DS using Prepar3D PBR material type): I converted all maps to DXT5 using ImagetTool and then I...
  17. b2soft

    P3D v4 Normal mapping on scenery objects

    Hello, I've just started my work on scenery objects for Prepar3D v4 Is it possible to have normal map for scenery objects? I have so huge object and normal mapping is a good way to reduce polygons count w/o reducing quality of object's view (using, for example, Smoothing groups) If yes - is...
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