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Hello,Salut tout le monde,
Vraiment en difficulté avec le truc de la décalcomanie. J'ai une texture de mur de brique sur mon matériau avec un plan sur le dessus attribué à un matériau MSFS Decal, ce matériau a une texture brune dégoulinante sale. J'ai essayé les méthodes ci-dessus et je ne peux même pas afficher ma texture de décalcomanie dans la simulation. Si j'exporte et modifie le gtfl, comment puis-je afficher mon gtfl modifié manuellement dans la carte SIM? Normalement, lorsque je réexporte, il ne fait que se mettre à jour.
Hi,
@Riptite-Airways, you are on a English forum, so please write in English, this is the least of the courtesies. you have a lot of translator softwares ( https://www.deepl.com for example - I am also french people)
The sim does not support multiple UVs other than for some materials such as parallax. To achieve what you want you need to use the decal material on top of your plaster.This is probably the stupidest question that can be asked, but it's probably because I only understand half of what is written here. To achieve the highest possible resolution of the models I use split repetitive textures. E.g. for the plaster of a house the texture is only 208x2048 - but it is used for the whole house. So it is of course not possible to get any dirt on it - if it should not be repeated everywhere. Is it now possible with this method to use another UV, where all walls of the house are stored separately and to apply the decal on this UV?
Do you think you could fix the LOD export bug? I remember someone in the main (locked) thread figured out what exactly is wrong with XML. It's driving me crazy to have to export 3 times - first just the "batch lod" to create the files (which won't work!) and then disable batch LOD and export each LOD individually.At the moment i am doing nothing specific. but if there is a problem i take a look if i can fix it. (I am not a developer so dont expect too much)![]()
+1 here!Do you think you could fix the LOD export bug? I remember someone in the main (locked) thread figured out what exactly is wrong with XML. It's driving me crazy to have to export 3 times - first just the "batch lod" to create the files (which won't work!) and then disable batch LOD and export each LOD individually.
Nice. How are you getting the decals to work on uneven surfaces? I'm doing something wrong - I can project the decal wth a Shrinkwrap modifier, but only on a flat face, and the decal is sticking to weird places around the face, so I have to pake it significantly smaller not to snag to other vertexes, and so I can't even stretch the stain decal all over one flat face. I though the Shrinkwrap modifier was suppost to wrap around geometry, but I can't do it. The decal always stays flat, only clinging to the face now. Any ideas what am doing wong?+1 here!
Just having this experience myself. Want to use more than 3 LODs but limited by how many times I want to export.
regarding the texturing question I originally asked I have done some more learning with substance painter and am getting some reasonable results using a combination of baking and the decal method.
View attachment 71622
Can you send me the exported files that are broken and another zip after you fixed it? That i can compare what is wrong?Do you think you could fix the LOD export bug? I remember someone in the main (locked) thread figured out what exactly is wrong with XML. It's driving me crazy to have to export 3 times - first just the "batch lod" to create the files (which won't work!) and then disable batch LOD and export each LOD individually.
I'll try to generate one for you tomorrow with a simple cubes so it's easier to sort out.Can you send me the exported files that are broken and another zip after you fixed it? That i can compare what is wrong?
Here you go. I created a simple model with 2 LODs, run it once with "batch LOD export" and then manually only the 2nd LOD. You can see that even the file size of the LOD01 files is way too small, compared with manual LOD1 export...Can you send me the exported files that are broken and another zip after you fixed it? That i can compare what is wrong?
Sorry to reply to an old thread, but did you make sure your plane is subdivided enough before applying the shrinkwrap modifier? if you want to stick it on complex geometry it has to have very small subdivisions to "stick" correctlyNice. How are you getting the decals to work on uneven surfaces? I'm doing something wrong - I can project the decal wth a Shrinkwrap modifier, but only on a flat face, and the decal is sticking to weird places around the face, so I have to pake it significantly smaller not to snag to other vertexes, and so I can't even stretch the stain decal all over one flat face. I though the Shrinkwrap modifier was suppost to wrap around geometry, but I can't do it. The decal always stays flat, only clinging to the face now. Any ideas what am doing wong?