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MSFS20 glTF support for ModelConverterX

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I have been thinking about an option to automatically save the textures to png for the glTF exporter. That would save a manual step.

Hi Arno:

Considering the numerous *.PNG graphic file formats currently available ...as discussed here:


...would you please tell us which *.PNG format you plan to implement for the default output of a glTF by MCX, and whether you will also make additional "high fidelity" formats available via the MCX GUI during export ? :scratchch

Thanks in advance for considering making more *.PNG output format options available via MCX. :)

GaryGB
 
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Hi Gary,

I let the dot net framework write the png files. Not sure what version that is.
 
All, I think the big change is that we need to get used to the packager. We update the package sources only (gltf and png) and we don't work in the final scenery and texture folder anymore. That's what the package tool does.

That's also why I did not implement MSFS bgl export in. MCX yet.

I now use the structure from the simple scenery sample of the SDK for my tests, but maybe other structures would also work. That's something to test.
 
Arno.
Yesterday I update MCX .... So, he did something he didn't do.
I open the model, but when I export it it only generates GLTF and BIN .... but he does not build the XML.
I check the Otptions and its ok.
The strange thing is that before it created the three files and now not.
Please check it.
Thanks in advance.
Jorge
 
Arno.
Yesterday I update MCX .... So, he did something he didn't do.
I open the model, but when I export it it only generates GLTF and BIN .... but he does not build the XML.
I check the Otptions and its ok.
The strange thing is that before it created the three files and now not.
Please check it.
SceneryDesign.org Tools - Recent Changes
[ModelConverterX] * Allow exporting plain glTF file (without MSFS specific extensions) and glTF with all MSFS extensions. The last one is named "MSFS glTF" in the export selection dialogue and the first only "glTF"
Arno Gerretsen - 09:16:38 PM
 
I have the lates Dev release, but I don't have those options, and no xml.
andrew... check this: ... OPTIONS in MCX ... you must habilite the "Write model XML" as True. And after convert textures to PNG.. do "Export Object" ... and select "MSFS glTF"
 

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In advance, I must to say I make my models with Sketchup ... (I don't work with Blender)
So, I have a lot sceneries of my authorship, and I find myself adapting my model to MSFS, just like I doing before:
1. Make a model with Sketchup.
2. Export 3D model as *.DAE
3. Open *.DAE in MCX
4. Convert textures to *.PNG (power of 2 if you need)
5. Export Object as MSFS glTF (MCX generate 3 files ... *.glTF, *.BIN and *.XML)
6. Then, put your objects in your Packages folder of your MSFS project and Rebuild.
 
Hello, Folks! So, I'm having this issue with converting .obj's from X-Plane to the MSFS trough the MCX. The building seems to be "transparent" in some places, and textures are like alpha, I don't really know how to explain my self with this issue.
Do you have any ideas on what to do? have anyone else experiencing the same?
Thanks, in advance.
Microsoft Flight Simulator 25_9_2020 16_42_14.png
 
You are not the only one having problems with transparency:


 
In advance, I must to say I make my models with Sketchup ... (I don't work with Blender)
So, I have a lot sceneries of my authorship, and I find myself adapting my model to MSFS, just like I doing before:
1. Make a model with Sketchup.
2. Export 3D model as *.DAE
3. Open *.DAE in MCX
4. Convert textures to *.PNG (power of 2 if you need)
5. Export Object as MSFS glTF (MCX generate 3 files ... *.glTF, *.BIN and *.XML)
6. Then, put your objects in your Packages folder of your MSFS project and Rebuild.
Hi
Earlier you also said:
"OPTIONS in MCX ... you must habilite the "Write model XML" as True "

Could you please expand your workflow a little deeper as I too use Sketchup and don't want to have to learn Blender.
Points 1 to 4, I understand but it is the little things like that OPTIONS and 6. that I would appreciate a bit more info.

Thanks.
 
Hello, Folks! So, I'm having this issue with converting .obj's from X-Plane to the MSFS trough the MCX. The building seems to be "transparent" in some places, and textures are like alpha, I don't really know how to explain my self with this issue.
Do you have any ideas on what to do? have anyone else experiencing the same?
Thanks, in advance.
View attachment 62664

Does your texture contain an alpha channel?
 
andrew... check this: ... OPTIONS in MCX ... you must habilite the "Write model XML" as True. And after convert textures to PNG.. do "Export Object" ... and select "MSFS glTF"

IIUC, by "habilite" (..French ? ) you mean to instead say in English, "enable" ...that MCX Option 'Write model XML' by setting it to 'True' via: :scratchch

https://www.google.com/search?sourc...hUKEwiNrL6P04bsAhXYWc0KHS4nCHYQ4dUDCAg&uact=5

MCX > Options > Exporter Settings > glTFWriter > Write model XML: True

Thanks for further clarifying this, so we can all follow this worked example, in our efforts to learn the new MSFS methods so kindly made available in MCX by Arno..:)

GaryGB
 
And does the albedo color have an alpha value set maybe?

Would it be possible to post the object itself to look?
 
Thanks, I'll have a look. Since you are not the only one with this issue, there must be something we still have to learn about MSFS here.
 
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