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MSFS20 Blender2MSFS KHR Texture transform problem

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I can't get the MSFS SDK to digest a model due to the console saying - required extension not supported: KHR_texture_transform

The one mention of it on here relates to the MSFS glass, not that I really got it. I've exported tons of models with transparent glass before and not once has it ever given this error. Nothing was changed in the export settings and I can't see anything different in any of the models.

Even if I delete everything with transparent glass I get the same message.

What's gone wrong and what can I do about it?
 
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is KHR_texture_transform a image texture? then maybe the extension .jpg or .png is missing? 🤔
 
This was happening on 4 different models by 4 different people so it would be very unlikely that all of them had an extension problem.

In the end I sent them back to Sketchup, replaced the glass with Sketchup standard glass, and then re exported them to Blender and then export from there. One's still broken but the others were accepted.

The really odd thing is that it gave the same error on one without any glass. I'm not sure what happened there.
 
Just had it again. This time around it was modifying a texture's scale in Blender that did it. Erasing that made the SDK digest the model.
 
This occurred to me when adding detail UV scale to glass (applies to fingerprint detail, icing map, ....)

You can still use the UV detail scale:
- Go the "shading" tab
- disconnect "vector" of the detail_albedo, metallic and normal at the bottom from the purple "detail_UV_scale" block
- reconnect "vector" to the red "UV" block directly.

Detail UV scale shall work as expected in-sim. You will not see detail scale in blender, so you may need to give it a few iterations by looking at the result in-sim (not that you can see the glass detail very easily in Blender anyway)
 
I've got this once again and this time it's going to be a grind to do any workarounds.

Again it's rescaling the texture that does it. I can't use the texture coordinate and mapping nodes in Blender, or rather the GLTF whatever can't use it. The console will give the khr texture transform error.

Since this seems to be a pretty fundamental thing and 100% vanilla I don't get why this happens every time. Is there another way to scale texture?
 

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Got the same again. I've been avoiding any texture scaling in Blender since but this time I well and truly can't work around it. This just a normal texture with the scaling applied the same way above. And I had to throw the model draft away that time and start again.

Can anyone who is regularly exporting from Blender tell me how they are managing to scale their textures without this error when compiling with the SDK. There must be thousands of people who are doing it but this error seems to be barely mentioned by anyone else. What am I missing?
 
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When I was reading about texture scaling, I recall there was some discussion about the fastidiousness of the sim in regards to the node tree (at least with Blender2MSFS). The alterative given was is to simply scale the UVs in the UV editor tab. Not very precise, but at least is allows scaling.
 
When I was reading about texture scaling, I recall there was some discussion about the fastidiousness of the sim in regards to the node tree (at least with Blender2MSFS). The alterative given was is to simply scale the UVs in the UV editor tab. Not very precise, but at least is allows scaling.

When it comes to Blender I know what I know and that's it, and it's not very much.

This is a normal texture and I can't see any way to access it in the UV editor, only the diffuse. And I can't see any scaling in the UV editor anyway.

I think I'll just have to give up on this forever but I find it very strange that the sim, or addon, can't cope with one of the most unbelievably basic things in a 3d model.
 
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It is not working with the mapping node. Delet that then go to the uv editor. Select all scale by 150 there. Then you get the same effect.
 
It is not working with the mapping node. Delet that then go to the uv editor. Select all scale by 150 there. Then you get the same effect.

It took me about a year how to figure out nodes so I think I might be able to do that by 2025. It's always good to have a long term project I suppose.
 
No that is as easy as i wrote. Select the object. Go to the uv editor, switch to edit mode, select all meshparts with the same material. Press "s" followed by 150 "enter". That is all :D
 
Thanks for this. Something happened. But I don't know what and it's not what I wanted to do.

I will return to this for Microsoft Flight Simulator 2030. I can't take any more Blender.
 
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How do you identify it when you are working on a big model with many meshes though?

I've got over 1467 textures and I cant identify 1by1 because that would take ages
 
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