Hi Vetle:
I have never personally had that error in my own work with Sketchup
static scenery 3D model exports (aka 3D models that are non-Animated, and not SimObjects, thus having no requested conditional visibility coding).
I would 'speculate' that this is an unimportant status message due to certain (other) MCX Options settings still pointing at FSX as the preferred version of FS for output.
It is possible that by default an empty Animation is inserted into the 3D model, and MCX cannot find the info for implementing that into the glTF which it is being asked to output when you tell MCX to submit the MSFS glTF to MSFS compiler (...just a guess).
One may also wonder if a MCX Option setting still makes MCX believe it should insert 1 or more "Empty LODs" into the 3D model ?
I may be mistaken, as I know Arno has been very meticulous with MCX coding over the years, but I wonder when we see these types of error scenarios, if a mis-match of MCX Options settings not yet understood by newcomers, could be triggering these output / compiler problems ?
I am thinking there may need to be an internal check for congruency in
all (not just 'some') MCX settings when one begins toggling between the default install of MCX targeting FSX, and instead targeting MSFS, with to determine processing for both import and export.
IIRC, Arno has already implemented a number of "mode" toggles in some MCX Options settings that changes import processes.
I greatly appreciate having the 'Option' to manually over-ride and configure certain settings in MCX, but in this case I am starting to wonder if newcomers to MCX, (and/or those who do not aspire to "FS Uber-Geek-ness") need a bigger "safety net" while they are still learning how to use MCX, and want to be able to generate some FS content while in the long beginners phase MCX' complexity imposes.
But I am compelled to ask if, as newcomers to the vast intricacies of MCX, we might be
further protected from our own lack of meticulous "geek-ness" when we 'dare' to alter the default install of MCX from FSX to the dreaded 'Grendel' of MSFS, by having the ability to create MCX system-wide toggles of settings for MSFS that disables
all conflicting settings left over from the default FSX 'mode' present upon installation.
I am thinking of a menu of configuration 'profiles' for MCX itself, that toggle
all Options settings between various FS versions.
PS: I also wonder if:
* since MCX (and Blender also ?) allow us to implement our own PBR texture attributes on what originally was a 'generic' texture
* or if we use an incorrectly configured PBR texture from a 3rd party source (
ex: a 'free texture' website)
...could we possibly still not yet get full compliance with 'quirks' of MSFS' compiler, and end up with "Pink Checkerboards" ?
I appreciate Arno's efforts to enable many tasks via MCX; but I wonder if MCX still allows '
MSFS incompatible' Options settings if, as beginners, we naively set a mix of Options settings in a way that conflicts with an overall 'profile' that targets a specific FS output version ?
https://devsupport.flightsimulator.com/t/1-18-13-0-pink-textures/3288/28
FlyingRaccoon said:
"The game engine gltf parser now expects paths to be normalized.
As you’re using a standard PBR (3DSMAX) material and not an FSMaterial,
the
exporter is not normalizing the paths (which used to be ok). We will fix the
way (standard) (3DSMAX) pbr materials are handled in the exporter
BUT , this
gives me the opportunity to remind people that even if the exporter is
tolerant, we strongly advise you to use FSMaterials. This is the type of
materials we use internally, the type we test on a regular (basis), and in the
end, the material with the least chance of regressions. The same applies for
GLTF vs MDL, ArtProj vs ModelLib, etc… Replacing your materials with
FSMaterials (will) solve your issue."
https://learn.microsoft.com/en-us/dotnet/framework/migration-guide/mitigation-path-normalization
BTW: The MSFS SDK properly refers to these options as "
FLIGHTSIM MATERIALS"; ...appallingly little is to be found on Google.
https://docs.flightsimulator.com/html/Asset_Creation/3DS_Max_Plugin/Materials.htm?rhhlterm=flightsim materials material&rhsearch=FLIGHTSIM MATERIALS
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RANT_MODE_ON]
Hmmm... that reeks of '
URI-ne' due to a "ScriptKiddie" 'piddling around' and not going the full distance with MSFS SDK coding when creating the 3DSMAX and/or Blender exporter.
What about projects that are
not routed through a 3DSMAX and/or Blender exporter, and are submitted instead directly to MSFS compiler ?
OK, again an Asobo admonishment for using PBR texture sets that are not "standard 3DSMAX PBR materials" or "FSMaterials".
This begs the question: how do we create or convert custom PBR texture sets to "standard 3DSMAX PBR materials" or "FSMaterials" ?
Are we not able to utilize "standard 3DSMAX PBR materials" and "FSMaterials" in applications other than 3DSMAX and Blender ?
[
RANT_MODE_OFF]
Perhaps Arno as author of MCX, and others knowledgeable on these MSFS workflows could please help us out with this one ?
Many thanks in advance for any assistance Arno may be able to provide in this regard.
GaryGB