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Have you got the correct version of .Net? You need .NET 4.7.2 or later. Also you’ll be prompted to download the current version of the Visual C++ runtimes.My latest version crashes with an Net Framework system out of memory error. I check on ORBX LOWI modelLib.BGL. There are three scenes. The first one loads without errors, the second (simple) with errors, the third (terminal) already loses textures and displays a bunch of errors about the failed to load textures. This was not the case in the previous release.
Do not think that someone is stupider than you. I have everything installed.Have you got the correct version of .Net? You need .NET 4.7.2 or later. Also you’ll be prompted to download the current version of the Visual C++ runtimes.
I tried to find something similar with the default files, but I still don't understand from which folder they are taking the texture. There is simply no folder specified in the config. It's easier for me to send you a faulty file in a PMDo you also have issues with some default MSFS files? Then I can try to reproduce.

Do not think that someone is stupider than you. I have everything installed.
I tried to find something similar with the default files, but I still don't understand from which folder they are taking the texture. There is simply no folder specified in the config. It's easier for me to send you a faulty file in a PM

This seems to explain everything, since the latest version required installing a 32-bit package Visual C++ runtimes.I just found out that by changing the target .NET framework ModelConverterX also ran as a 32 bit instead of a 64 bit process. So that might explain the out of memory errors. In the next development release it will run as 64 bit again.

It can.Is there any chance that parallely to gltf, modelconverter x exports a set of MSFS-compatible textures?

I have been thinking about an option to automatically save the textures to png for the glTF exporter. That would save a manual step.
Question then is where to put them relative to the model?

Hi Arno, A "texture" folder on the same folder as the model is exported to would be a big help and fairly self explanatory. It would also mean that if you were exporting multiple models for the same project, they would have a common texture folder.I have been thinking about an option to automatically save the textures to png for the glTF exporter. That would save a manual step.
Question then is where to put them relative to the model?

Which is compiled when you use the fspackagetool.the problem is that gltf file refers to dds textures.

Save the textures as PNG before exporting the gltf.the problem is that gltf file refers to dds textures.

To prevent this situation, I always have the models and textures in the same folder.Question then is where to put them relative to the model?