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FSX FSX Gen_Buoys from waterobjects.bgl weirdness

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us-florida
Hey Arno,

I was just looking at the FSX buoys in MCX and there's some weird stuff going on both on screen in MCX


then also texture mapping when exporting to glTF textures are coming in flipped, thinking if I convert them to PNG first it may help.
 
The images are showing "inverted normals." It is as if you are looking at a bottle that is painted on the inside, except this paint is only visible on one side, the side that would normally be one the outside, that is now on the inside. What you only ever see, is the far end of the inside of the bottle, because the near end is invisible as it passes between you and the far side. If these faces were not reversed or "inside out," everything would look as expected.

To test this, you could click on "Special tools," pull down to "Normals and Shading" and release on Flip all Triangles. This might even resolve the upside down texture issue, don't think so, but it might.
 
Many FSX images are flipped vertically compared to MSFS, so that is to be expected. Flip them - I think MCX can do that?
 
Many FSX images are flipped vertically compared to MSFS, so that is to be expected. Flip them - I think MCX can do that?

It's a direct load in to MCX from FSX, the conversion via MCX is problematic if it doesn't load into MCX properly. Hence my post. From memory, years and years ago it used to load into MCX fine.
 
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I do not have that same memory and a version of MCX from 2017 seems to confirm it.

confirm.png


There is a model object in that same scenery directory that was constructed with correctly oriented normals, that could possibly cause confusion.

red buoy.png
 
Exporting the glTF into Blender exposes lots of odd nodes that can be removed, relations that should be broken, rotation reset, use modifiers to fix the normals and solidify the object, MSFS material applied. Then it's ready for keyframe animation to give it the fake wave action.

I don't think the problem is with MCX, but with the construction of the object? It's fixable.
 

Attachments

They have always been borked, but that is ok, because they are not placed anywhere in the FSX world. The loose model and XML file implies that BAO knew about the defect, were going about addressing it and did not get to it before the time of release, itself implying overworked dedication to an exciting new platform that could quickly evaporate without the nurturing adoration Microsoft is so well known for showering onto it's developers.
 
Yeah I'm only using them as old reference anyway, have the keyframes for wave animations, based on science which is way cool. Right now I'm trying to fix texturing for my 16" aircraft tire/tyre parking tiedown points, having all sorts of issues with the normals and comp. The white keeps turning to black lol so I need to step back to basics and troubleshoot each RGBGA channel.
 
It's a direct load in to MCX from FSX, the conversion via MCX is problematic if it doesn't load into MCX properly. Hence my post. From memory, years and years ago it used to load into MCX fine.
I have even just tried it in MCX 1.3 and it shows wrong there as well. So I think it is more likely that the object is just broken as suggested already.
 
I have even just tried it in MCX 1.3 and it shows wrong there as well. So I think it is more likely that the object is just broken as suggested already.

lol all these years, weird that it worked in FSX and P3D with broken encoding... That's funny...
 
Does the object show up correctly in the sim? Then it might be MCX has had a bug for a very long time :D
 
Hmm, interesting, let me take a look and see if there is a bug somewhere in loading them.
 
It must be a bug in the scenegraph optimization of MCX. When I disable the optimization the object loads like this:

1676837272414.png
 
I have found and fixed the bug. There are model parts nested below the attached platforms and the MCX optimization did not handle that situation correctly. It will be fixed in the next development release.
 
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