There seems to be an issue with the Blender2MSFS (0.40) breaking the metallic texture output. The problem is, in the gltf file the texture definition should look like this:
But, when Blender2MSFS breaks the texture it looks like this:
Notice how the "occlusionTexture" entry is missing in the broken texture definition. This causes the package compiler to skip the metallic texture completely and the texture is not converted and included in the package.
I don't know how to get the "occlusionTexture" entry back. The only thing I can do is create a new texture and remap the old texture to the new but this is causing problems as well as textures that I have not edited and used to work now don't work. They now have the missing "occlusionTexture" problem.
The only thing I can see that affects the "occlusionTexture" entry is in the Shading section there is a node called glTF Settings that takes the Red channel input into an input called Occlusion. There is various glTF Settings copies (glTF Settings.001 etc etc) but there seems to be no way to edit these.
Anyone have any ideas or experienced this issue as well?
Code:
"name" : "w582_engine6_new",
"normalTexture" : {
"index" : 71,
"texCoord" : 0
},
"occlusionTexture" : {
"index" : 72,
"texCoord" : 0
},
"pbrMetallicRoughness" : {
"baseColorTexture" : {
"index" : 73,
"texCoord" : 0
},
"metallicRoughnessTexture" : {
"index" : 72,
"texCoord" : 0
}
}
But, when Blender2MSFS breaks the texture it looks like this:
Code:
"name" : "w582_Exhaust_new",
"normalTexture" : {
"index" : 57,
"scale" : 0.30000001192092896,
"texCoord" : 0
},
"pbrMetallicRoughness" : {
"baseColorTexture" : {
"index" : 58,
"texCoord" : 0
},
"metallicRoughnessTexture" : {
"index" : 59,
"texCoord" : 0
}
}
Notice how the "occlusionTexture" entry is missing in the broken texture definition. This causes the package compiler to skip the metallic texture completely and the texture is not converted and included in the package.
I don't know how to get the "occlusionTexture" entry back. The only thing I can do is create a new texture and remap the old texture to the new but this is causing problems as well as textures that I have not edited and used to work now don't work. They now have the missing "occlusionTexture" problem.
The only thing I can see that affects the "occlusionTexture" entry is in the Shading section there is a node called glTF Settings that takes the Red channel input into an input called Occlusion. There is various glTF Settings copies (glTF Settings.001 etc etc) but there seems to be no way to edit these.
Anyone have any ideas or experienced this issue as well?

