Hi Vetle:
After further consideration, IMHO, it is reasonable to test a release candidate build of the Heliport building to see how it performs in MSFS at run time, before allocating time and energy to a reduced complexity version of the circular staircase enclosure.
Due to the high contrast of the Street View imagery with the bright incident sun angle and sky background, I had an impression the metal stock of the enclosure was a square- rather than a round- tubular material.
I agree that object is a distinct visual asset that looks as though it may be unique to that location, AFAIK; so I now would not advocate changing it unless a need for MSFS FPS optimization proved to be a persistent motivator for edits at that scenery location.
It would seem that my initial test with a default tool 2-point arc line extruded to form a multi-Face safety net surface will not map an auto-tiling Material properly, as the Normals orientations are not compatible with auto-tiling.
So, since the Street view imagery does not show a droop of the material against the building that is very noticeable within the shadow of the Helipad, it seems practical to just use a 1-piece Face for each of the several sections overlying a support arm array, as that single flat Face method does map the auto-tiled Material properly.
This project as a whole is entirely yours, of course, so please ignore the filename I used to distinguish this file from (very) many others in my folders.
Thus, rather than testing other more obscure plugins for surface creation that do exist, it may be best for now to use a flat Face, and explore a way to enlarge the safety net image, so that the thickness of the cabling and net materials are more bold visually.
That is likely to require some work in a graphics application, however, so it is a trade-off between that learning curve, and spending more time finding a visually sharp top-down view of a real world safety net to be used for a custom auto-tiling texture.
If you are satisfied with the ex: chain-link fence texture sets accessible via websites, or the ones in MSFS itself, that may be easier.
I also like the safety net support arms, and upon closer inspection, I see where they are rectangular, and thus may not impact FPS.
Regarding finding / viewing / organizing texture resources, I suggest you download ASAP and install (2) very useful (free) utilities:
Locate files and folders by name instantly
https://www.voidtools.com/
https://www.voidtools.com/forum/viewtopic.php?t=9787&sid=ed06bb7c1bb33fd8cbe412157f800b37
Find files by keyword (ex: texture types... window, glass, wall, fence, etc.) anywhere on any hard drive in your computer
XnView MP: Image management
The enhanced Image Viewer for (Windows/MacOS/Linux)
https://www.xnview.com/en/xnviewmp/
https://www.xnview.com/en/xnviewmp/#downloads
Browse with scalable thumbnail size, including within MSFS default package asset folder chains ex:
[MSFS packages folder path]\Official\OneStore\asobo-material-lib\MaterialLibs\Asobo_MaterialLib\Textures
[MSFS packages folder path]\Official\OneStore\asobo-modellib-texture\Asobo_Buildings\Texture
[MSFS packages folder path]\Official\OneStore\fs-base\texture
[MSFS packages folder path]\Official\OneStore\fs-base\scenery\Global\Asobo_Houses\TEXTURE
[MSFS packages folder path]\Official\OneStore\fs-base\scenery\Global\Asobo_POI\TEXTURE
[MSFS packages folder path]\Official\OneStore\fs-base-material-lib\MaterialLibs\Base_MaterialLib\Textures
...to mention just a few of the many occurring within the MSFS default package folder chains.
CAVEAT: Some texture formats are a 'new' DDS output by MSFS SDK compiler, and may require conversion back to PNG by MCX.
Why ?
Because AFAIK, the Sketchup PBR extension may not process that new DDS format to create a glTF (but MCX or Blender might).
BTW: There are many MSFS PBR specular and/or reflective window textures one may map as window panes for your building.
To create custom flowers and/or vegetation (which can sometimes be tedious using the "Magic Wand Tool" to isolate images of vegetation from the background before extracting them as an inverted / copied / pasted "selection" layer on top of an Alpha channel), 3D warehouse and MSFS default scenery assets are a good option rather than allocating time to use of the above tool in a graphics application.
I'll check back later to see if you had a chance to review and reply.
GaryGB
After further consideration, IMHO, it is reasonable to test a release candidate build of the Heliport building to see how it performs in MSFS at run time, before allocating time and energy to a reduced complexity version of the circular staircase enclosure.
Due to the high contrast of the Street View imagery with the bright incident sun angle and sky background, I had an impression the metal stock of the enclosure was a square- rather than a round- tubular material.
I agree that object is a distinct visual asset that looks as though it may be unique to that location, AFAIK; so I now would not advocate changing it unless a need for MSFS FPS optimization proved to be a persistent motivator for edits at that scenery location.
It would seem that my initial test with a default tool 2-point arc line extruded to form a multi-Face safety net surface will not map an auto-tiling Material properly, as the Normals orientations are not compatible with auto-tiling.
So, since the Street view imagery does not show a droop of the material against the building that is very noticeable within the shadow of the Helipad, it seems practical to just use a 1-piece Face for each of the several sections overlying a support arm array, as that single flat Face method does map the auto-tiled Material properly.
This project as a whole is entirely yours, of course, so please ignore the filename I used to distinguish this file from (very) many others in my folders.
Thus, rather than testing other more obscure plugins for surface creation that do exist, it may be best for now to use a flat Face, and explore a way to enlarge the safety net image, so that the thickness of the cabling and net materials are more bold visually.
That is likely to require some work in a graphics application, however, so it is a trade-off between that learning curve, and spending more time finding a visually sharp top-down view of a real world safety net to be used for a custom auto-tiling texture.
If you are satisfied with the ex: chain-link fence texture sets accessible via websites, or the ones in MSFS itself, that may be easier.
I also like the safety net support arms, and upon closer inspection, I see where they are rectangular, and thus may not impact FPS.
Regarding finding / viewing / organizing texture resources, I suggest you download ASAP and install (2) very useful (free) utilities:
Everything
Locate files and folders by name instantly
https://www.voidtools.com/
https://www.voidtools.com/forum/viewtopic.php?t=9787&sid=ed06bb7c1bb33fd8cbe412157f800b37
Find files by keyword (ex: texture types... window, glass, wall, fence, etc.) anywhere on any hard drive in your computer
XnView MP: Image management
The enhanced Image Viewer for (Windows/MacOS/Linux)
https://www.xnview.com/en/xnviewmp/
https://www.xnview.com/en/xnviewmp/#downloads
Browse with scalable thumbnail size, including within MSFS default package asset folder chains ex:
[MSFS packages folder path]\Official\OneStore\asobo-material-lib\MaterialLibs\Asobo_MaterialLib\Textures
[MSFS packages folder path]\Official\OneStore\asobo-modellib-texture\Asobo_Buildings\Texture
[MSFS packages folder path]\Official\OneStore\fs-base\texture
[MSFS packages folder path]\Official\OneStore\fs-base\scenery\Global\Asobo_Houses\TEXTURE
[MSFS packages folder path]\Official\OneStore\fs-base\scenery\Global\Asobo_POI\TEXTURE
[MSFS packages folder path]\Official\OneStore\fs-base-material-lib\MaterialLibs\Base_MaterialLib\Textures
...to mention just a few of the many occurring within the MSFS default package folder chains.
CAVEAT: Some texture formats are a 'new' DDS output by MSFS SDK compiler, and may require conversion back to PNG by MCX.
Why ?
Because AFAIK, the Sketchup PBR extension may not process that new DDS format to create a glTF (but MCX or Blender might).
BTW: There are many MSFS PBR specular and/or reflective window textures one may map as window panes for your building.
To create custom flowers and/or vegetation (which can sometimes be tedious using the "Magic Wand Tool" to isolate images of vegetation from the background before extracting them as an inverted / copied / pasted "selection" layer on top of an Alpha channel), 3D warehouse and MSFS default scenery assets are a good option rather than allocating time to use of the above tool in a graphics application.
I'll check back later to see if you had a chance to review and reply.
GaryGB
Last edited: