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I am working on a bridge that covers a portion of the Swan River in Perth where the default road runs under water. I built a rough bridge object in Blender for testing and successfully imported it in MSFS. The object has currently one material in Blender, and I have assigned a road parameter object to it hoping that it would somehow convey traffic across the lanes. The two lanes are separate meshes, and my original idea was to assign the road attribute only to the two lane surfaces. In order to do so, I need more than one material for the object - one for the bridge structure object and another for the trafficable lanes. I also have an exclusion polygon around the footprint of the bridge just in case.
So a few questions:
In my current test the traffic ignores the bridge entirely. The idea is based off a great video by this gentlemen:
What makes mine slightly different is that there are two lanes crossing the river. I hence have modelled two lanes, hoping that it would convey traffic over it, but without any clear rules or guidance I am just guessing at the moment. Any tips or suggestions on getting this to work will be greatly appreciated. I can model the bridge as a static object only, but it would look so much better if the traffic could actually flow across as it should.
So a few questions:
- Can I have more than one material and export it for a single gltf file?
- Is there clear documentation somewhere regarding bridge objects and traffic connectivity for MSFS?
In my current test the traffic ignores the bridge entirely. The idea is based off a great video by this gentlemen:
What makes mine slightly different is that there are two lanes crossing the river. I hence have modelled two lanes, hoping that it would convey traffic over it, but without any clear rules or guidance I am just guessing at the moment. Any tips or suggestions on getting this to work will be greatly appreciated. I can model the bridge as a static object only, but it would look so much better if the traffic could actually flow across as it should.