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Control UV mapping of apron textures in MSFS

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hongkong
I'm trying to place some text on my apron, and would like to use the default colored_marking material, as it already has everything I need. I just can't figure out how to edit the UV mapping so as to select the individual letters I want. There are general rotation and scale options, but nothing that gives me the level of control I need.

I've tried placing both polygons, and aprons, with no success. Hopefully this is possible, and I'm just missing something. Any help would be greatly appreciated.
 
I've also experimented with the apron and polygon settings and there must be a trick to getting it to work. I gave up until someone posts how to do it correctly and just created ground polygons in Blender.
 
Hello all

I am also interested in the creation of markings and the management of their uv maps.
By aprons or polys, currently I cannot adjust these textures

Any help would appreciated if anyone knon a way
Thank you :)
 
Last edited:
Maybe try some blend masks as well, they do things in painted line inspector but difficult to work out in that part!
 
Hello all

I am also interested in the creation of markings and the management of their uv maps.
By aprons or polys, currently I cannot adjust these textures

Any help would appreciated if anyone knon a way
Thank you :)

You can control the uv maps and heading of your material changing the values of the properties: tiling and heading.

Code:
<Apron surface="{06C65325-BD2E-41F8-A062-710DC32E42E4}"
  drawSurface="TRUE"
  drawDetail="TRUE"
  localUV="FALSE"
  stretchUV="FALSE"
  priority="1000000001"
  tiling="50.000000"
  heading="0.451865733"
  falloff="0.00000" opacity="128" groundMerging="FALSE" excludeVegetationAround="TRUE" excludeVegetationInside="TRUE" isRectangle="FALSE">
                <Vertex lat="-12.02487752469" lon="-77.11272187851"/>
                <Vertex lat="-12.02506074" lon="-77.11263137598"/>
  </Apron>

Regards
Alfredo
 
Hello to all.
Has anyone found a solution, I'm having the same problem.
The only solution I found was hand painting my own text marking texture as material.
It’s pretty frustrating because there used to be an « advanced settings » switch enabling some control, that disappeared from the SDK, or at least I cannot put the finger anymore on it.
So even with your own texture you have very little control.

Cheers
Antoine
 
It’s pretty frustrating because there used to be an « advanced settings » switch enabling some control, that disappeared from the SDK, or at least I cannot put the finger anymore on it.
I am brand new (today) to creating custom materials, but what I have noticed is that the advanced settings occur, or do not occur, in the material editor depending on some settings of the material; I believe it is the presence of a "surface" property (grass, gravel ...) that triggers this, but as I said, I am still learning. You can also edit the advanced properties directly in the material's xml file, but so far it did not appear to make much of a difference in my case :|
Best,
Peter
 
Not sure if I'm doing it the best way, but I just use Aprons with a custom material texture I created in Photoshop, and you can use transparency in the image to form shapes. For instance, for painting parking spaces, I use an image which has 3 lines (1 line 1/2 width on both edges, and 1 line full width in the middle), and complete transparency between the 3 lines. This makes it so I can just drag an apron across a parking lot and paint all the spaces with 1 apron. Using Aprons with repeating textures that have transparency is tricky to place, the trick (at least how I know) is to get the tiling setting about how you need it, then add extra points on the "problem" corner of the Apron that is cutting off the texture and making one corner kind of diagonal. You'll know which corner is the "problem" corner when adjusting it.
 
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