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MSFS can't load texture

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us-louisiana
I have a model I load into MCX and I get a warning could not load one of the texture files. I checked and the texture is in the texture folder. It has 2 other textures and it loads them fine. Can anyone help with this?
 

arno

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Hi,

Can you tell us which model or provide the model for testing? Without that it is hard to see what happens.
 
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us-louisiana
Hi,

Can you tell us which model or provide the model for testing? Without that it is hard to see what happens.
here is the files, I tried to upload the zip but it said it was to big. the bin file was 496k anywhere else I can send it?
Okay I put it on google drive and here is the link:
 
Last edited:

arno

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Hi,

Thanks for the object, that helps. The problem is that this texture uses 8 bit per pixel, MCX does not support that before yet. Does the roughness texture contain one channel or is it a 3 channel grayscale texture? I can't really see that from the image itself. Below is a screenshot of how I can read it, but then I get only one channel (blue channel) and the others remain empty. Not sure if that is right.

1627242241403.png
 
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so what are you telling me? all I need to know is how to fix it. If you need anything else please tell me and I will try to get it.
 

=rk=

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If I could step in here; you have a few things going on, to the point that it may be hard to know what fix you seek.

Short version first, long version follows.


Short version:

Discard "phone_roughness.png.dds." Rename "phone_normal.png.dds" to "phone_c.png.dds." Assign "phone_c.png.dds" to the metallic texture slot. Compile model, edit Package .JSON file to allow edited model and texture to show up in sim, done.

Long version:

First, it appears you have a texture called "phone_normal.png.dds" that is assigned to the normal material attributes slot. An "xx.png.dds" texture implies post processing by the MSFS compiler. At that point, the file is considered "finished," meaning any editing should occur before compilation. I am pretty sure there are .json hacks that can activate these files into the sim and there is still merit in discussing the attribute of the file itself, but as a general rule, it is more practical to edit the .png files before compilation into .png.dds, imo.

Now if you take "phone_normal.png.dds" and open it in Photoshop, you can see it has three distinct color channels.

photoshop phone.JPG


To me, this really looks like the metallic texture, yet we see it is assigned to the normal slot:

MCX phone.JPG


So you are probably asking, what is up with the "phone_roughness.png.dds" texture, I was too. Let's take a look:

photoshop phone roughness.JPG


This looks like a "specular" texture, but I didn't create the model. Specular textures aren't supported in MSFS material attributes. If you made the model, you know exactly what you intend for these. If you downloaded the model, I encourage you to study PBR. It is very complex, but also simple. Red channel is for shadows and can be all white. Green channel is for roughness, so black make it smooth as glass, white makes it rough like gravel. Blue channel is for gloss, white is shiny like wet ice, black is dull like paper.

Hope this helps.
 

arno

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so what are you telling me? all I need to know is how to fix it. If you need anything else please tell me and I will try to get it.

You can't fix it, it's a bug in the tool that I need to fix. But to do that correctly I need to know how your texture was designed. So can you tell me what content your texture is supposed to have in which channel?
 
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Thanks guys for your help I did not create the model. It is not worth this much trouble to get something to work. It would have been nice to be able to use it, but it is not a life breaker. I guess I will move on to somethings else.
 

=rk=

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Arno, I believe this model contains the error the OP referred. Within the texture folder are the model and one that has been appended to "off." I cannot see that texture called for anywhere in the Material Editor, or Hierarchy Editor, however when you rename the file extension to ".dds," the missing texture error clears.

Oddly, I did not experience any file content errors with this model, however, another MCX conversion from .DDS to .png, left the textures semi transparent. I'd assumed the error was on my part and just fixed them by copy/pasting from the original .DDS using Photoshop.
 

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arno

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Hi Rick,

I don't think the problem you describe here is the same as the OP. You are talking about a texture that has a different name and is not referenced in the model. But the OP has a model where the texture fails to read due to some content of the texture. So that are two very different problems.

But with your screenshot of the roughness texture in Photoshop from post #6, I have an idea how it should be read. It seems the R, G and B channel all have the same content. So I will let MCX read it like that as well.
 
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I'm having a texturing issue as well. It seems that when I import a model as of last Thursday, the textures come in blue or black. Any ideas what could be causing this? You can actually see my texture underneath the blue. This building should be grey with a blue stripe. After another package build, the red part now shows as red. It was also blue before.
Texture shows up blue or black.JPG
 

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arno

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Hi,

I have no idea too be honest. Could it be that you assigned a blue albedo color to the object?

How does the object look when you load it in MCX?
 
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Hi,

I have no idea too be honest. Could it be that you assigned a blue albedo color to the object?

How does the object look when you load it in MCX?
I thought the same thing. I had a similar incident and no matter what I did the shader wouldn't update. This time around, I created new shaders and still got the same blue effect.
 
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