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An unplanned new feature: Unwrap Texture Creator

Didier, I have put your remark on my todo list. So I will check if the behaviour is as expected, given the variation in how different sims handle the DDS textures.
 
I have fixed the CTD now. It was indeed a circular reference in the texture.cfg file. The texture.cfg in the texture.shared folder references the texture.bump folder, while the texture.cfg in the texture.bump folder references the texture.shared folder. So for a texture that is not present in either this resulted in an endless loop. I have modified the texture search logic in MCX now so that it only checks each folder once. And then the two models I downloaded to test work fine. This fix will be in the next development release.
Are the development releases not updated nightly anymore as I've checked twice now and not seen any changes for the CTD problem?
 
No, they are not updated automatically every night. They are updated once I manually start a new release process. I haven't done that for this fix yet, but will do it within a few days. MCX should give a notification when a newer release is available.
 
OK, I suspected the info on the download page might be out of date by this time (i.e. Development release - The development release is updated automatically every night based on the improvements I have made). No problem, I don't currently have any repaints I am working on but may have as soon as the fix comes out! ;)
 
OK, I suspected the info on the download page might be out of date by this time (i.e. Development release - The development release is updated automatically every night based on the improvements I have made). No problem, I don't currently have any repaints I am working on but may have as soon as the fix comes out! ;)
I have updated that text now. Running the deploy script every night, even if there are no changes, gives too much overhead with the current way the deployment is done. So if I am working on multiple things I might wait one or two days to do one release for a few fixes.
 
You must have that text in multiple places Arno as I saw it here and it's still unchanged! ;)

 
Ah, yes, I changed it on the scenerydesign.org site.

Btw, I did push a new development release last evening.
 
Thanks to all of you for finding this bug and reporting it.
 
I did try to reproduce the zooming issue that was reported in this thread, but I have not yet succeeded. It was mentioned that it usually happens after a new object was loaded (and not the first object). But after trying to load various objects, using different ways to load objects, I can't reproduce it yet. For those that have this issue, does it occur when you have some editor window open as well or is there something else I should include when trying to reproduce it?
 
I took the liberty of knocking out a quick and dirty 'how to' guide for the new texture mapping feature for those who might want to try it out and I have attached a PDF file to this post with Arno's permission. Hopefully it helps people to make use of this great new tool.

Happy painting guys!
 

Attachments

I did try to reproduce the zooming issue that was reported in this thread, but I have not yet succeeded. It was mentioned that it usually happens after a new object was loaded (and not the first object). But after trying to load various objects, using different ways to load objects, I can't reproduce it yet. For those that have this issue, does it occur when you have some editor window open as well or is there something else I should include when trying to reproduce it?

Arno, I loaded, for example, the FAIB 737-400. Zooming with the mouse scroll happens normally, but very slowly (in relation to other MCX type 1.70).

Then I accidentally clicked on the LOD or if i want change the texture (airplane case) that's it, the zoom only works if I change from navigate to select and return to navigate. It's as if the LOD/Texture drop-down menu was only disabled if you touched the navigate, select, etc. drop-down menu. If I click any other button, the dropdown becomes active (LOD, texture) and zooming does not work.

Another thing, in uvmap the texture appears with alpha chanell and does not render all the polygons, I saw that in the material editor I can "remove the alpha" and then returning to the uvmap generator, I can render normally. Is a "remove alpha" button within the uvmap generator window viable? So that the texture is read without alpha?

Regarding the texture with alpha, the case is planes made by FAIB for now, I looked at others and there was no equal, but the ideal would be for the texture to be read without the alpha in the uvmap.
 
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Thanks for the additional information, let me test with changing LOD and texture as well, I did not test that yet.

My idea with the alpha channel was that it would make sense to include the alpha channel in the unwrap texture as is, so that a painter can use the existing alpha in a new texture. Is that assumption wrong?
 
Including the alpha is a good idea for people who are building a paint-kit from scratch but they can just as easily pull one from an original diffuse texture sheet if required. The texture mapping doesn't need an alpha itself as it will just be used as a guide layer in the stack of other layers in the painting tool.
 
Ok, I guess another checkbox to add the alpha channel or not is the best way to go here. I'll add it later.
 
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