Hi Gary and all,
I finally determined the reason for the issues or problems that I was having, being that the exterior wall texture was not showing up when imported into MCX. I should of thought about this a few weeks ago. If you recall, I posted questions using the 2 buttons in the Edit section when selecting the Paint bucket. One button says "Match Color of Object in Model" and the other is "Match Color on Screen." What I was doing is taking the eyedropper clicking on a color image of the terminal I imported of that section with the windows, and painted that color onto my model. It will paint the color onto the exterior wall but for some reason or another, it keeps turning down the Opacity all the way down to 0 after the model has been exported. To prove my theory, I've done this with another exterior wall in different areas and also the roof or top section of the building, and each time, each one was invisible or transparent. I selected a color close to the original, then use the RGB to fine tune it and then created a new color. I'm trying to remember if I created the new color when I used the eyedropper from the image, but I don't recall if I did or not. If I had created it and saved it in the Materials Folder, it might have worked. But the point is, this is where my problem started. Now that I've made another color close to the original, this time not using the eyedropper, everything shows up when I import the file into MCX. Now that I've determined this issue, I exported it into FS2004.
Well, I did run into a problem exporting this file into FS2004, but I finally figured out what to do. The problem I ran into was that BGL error, or warning message I kept getting. Here's my work flow and maybe you can tell me why I get this message when I do it one way and it be successful when I do it another.
This flow gives me the BGL error message: After I've imported my model, I click on the Material Editor. Click on ALL and click on the Texture button at the bottom, click on DXTBMP and resized all to power of 2s, clicked on the Drawcalls button and click Predict drawcalls and Minimize Drawcalls. Clicked Save Textures and saved it to a folder, closed the Material Editor and then exported my model as a BGL file for FS2004.
This flow exports successfully: After importing my model, I click on the Material Editor. Click on ALL and click the Texture button at the bottom, click on DXTBMP and resized all to power of 2s. This time, I did not click the Drawcalls button to minimize drawcalls. Clicked Saved Textures and saved my Textures to a folder. Then I exported my model clicking on Export Scenery. This time, I received no error messages and everything was successful. I do have some Z fighting, meaning that some of my faces are overlapping or I have 2 or more faces on top of another. Other than that, everything looks great. So, was there something wrong with my workflow when using the eyedropper and when using the Material Editor in MCX?
Oh, one other thing. The parking deck that you see is the same one I downloaded from the 3D Warehouse. I just selected it and imported it to this model. I don't think this would have caused the issue because I do have the KBHM file without the parking deck and gave me the same issues. But my question is, is it okay to use these models into my model?
It seems like it would since I can download and use other models, such as buildings downtown.
Ken.
I finally determined the reason for the issues or problems that I was having, being that the exterior wall texture was not showing up when imported into MCX. I should of thought about this a few weeks ago. If you recall, I posted questions using the 2 buttons in the Edit section when selecting the Paint bucket. One button says "Match Color of Object in Model" and the other is "Match Color on Screen." What I was doing is taking the eyedropper clicking on a color image of the terminal I imported of that section with the windows, and painted that color onto my model. It will paint the color onto the exterior wall but for some reason or another, it keeps turning down the Opacity all the way down to 0 after the model has been exported. To prove my theory, I've done this with another exterior wall in different areas and also the roof or top section of the building, and each time, each one was invisible or transparent. I selected a color close to the original, then use the RGB to fine tune it and then created a new color. I'm trying to remember if I created the new color when I used the eyedropper from the image, but I don't recall if I did or not. If I had created it and saved it in the Materials Folder, it might have worked. But the point is, this is where my problem started. Now that I've made another color close to the original, this time not using the eyedropper, everything shows up when I import the file into MCX. Now that I've determined this issue, I exported it into FS2004.
Well, I did run into a problem exporting this file into FS2004, but I finally figured out what to do. The problem I ran into was that BGL error, or warning message I kept getting. Here's my work flow and maybe you can tell me why I get this message when I do it one way and it be successful when I do it another.
This flow gives me the BGL error message: After I've imported my model, I click on the Material Editor. Click on ALL and click on the Texture button at the bottom, click on DXTBMP and resized all to power of 2s, clicked on the Drawcalls button and click Predict drawcalls and Minimize Drawcalls. Clicked Save Textures and saved it to a folder, closed the Material Editor and then exported my model as a BGL file for FS2004.
This flow exports successfully: After importing my model, I click on the Material Editor. Click on ALL and click the Texture button at the bottom, click on DXTBMP and resized all to power of 2s. This time, I did not click the Drawcalls button to minimize drawcalls. Clicked Saved Textures and saved my Textures to a folder. Then I exported my model clicking on Export Scenery. This time, I received no error messages and everything was successful. I do have some Z fighting, meaning that some of my faces are overlapping or I have 2 or more faces on top of another. Other than that, everything looks great. So, was there something wrong with my workflow when using the eyedropper and when using the Material Editor in MCX?
Oh, one other thing. The parking deck that you see is the same one I downloaded from the 3D Warehouse. I just selected it and imported it to this model. I don't think this would have caused the issue because I do have the KBHM file without the parking deck and gave me the same issues. But my question is, is it okay to use these models into my model?
It seems like it would since I can download and use other models, such as buildings downtown.
Ken.
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