I've been having UV mapping (?) issues converting P3D V4/5 models into glTF for MSFS. The MCX preview is 100% correct but in the SIM most of the large surfaces (not all) along building sides are fine although finer objects have various combinations of distorted textures ala UV mapping distortions. There doesn't seems to be a pattern. Some textures seem to be rotated at right angles i.e. instead of aligning longitudinally along a light pole or steel beam - they are at 90 degrees/sideways. Where two arched roofs with a corrugated texture meet at right angles , there are various different angles of corrugated iron near the joins. Some other textures appear to be flipped. In some instances the textures seem distorted in a curved pattern in small areas?
Have discovered a fix by going back into the Sketchup model , resetting the textures and repositioning. Also , in the case of a long corrugated iron roof over a walkway , segmenting the model up into smaller segments.
Prefer not to rework the model as above, and given the model displays perfectly in MCX, are there some checks/steps I could do when before exporting?
Have just downloaded the latest MCX and used the "MSFS glTF" export for the first time but that did not help
Rob.
if you're using Sketchup, (not sure about the others), to avoid the tearing, you must make each texture face a "make unique texture" this will stop it from tearing ,but afaik its only this way in MSFS, never had a problem in the other sims.
some smaller textures are ok to be left, as long ( I think) as they're not tiled, but from what i can see out of this, every texture that i have that's tiled, is tearing.
to the point where everything, down to doors, all should be made into a unique texture.....at the cost of having 10 times more textures in the scene...which is what I've always tried to avoid.
Hello:
A Sketchup plugin Ruby script by Aerilius called "
Make Unique Texture++" may help by writing out a re-mapped texture material as a separate and discrete image which contains the baked-in "distortions" (aka "stretching").
https://www.google.com/search?source=hp&ei=fo0WW-auFqeD5wKB9JfoBg&q=site:www.fsdeveloper.com+GaryGB+Aerilius+Unique+texture&oq=site:www.fsdeveloper.com+GaryGB+Aerilius+Unique+texture&gs_l=psy-ab.3...2165.27049.0.27346.39.37.2.0.0.0.157.3239.31j4.35.0....0...1c.1.64.psy-ab..2.4.449...0j0i131k1.0.FtqBwtnPkvs
Once created, those Faces can also be merged with others in the same geometric surface plane via Sketchup's
GaryGB
It is important to utilize "
ImageMagick" in conjunction with the above plugin
rather than Sketchup's default graphics engine ...to maintain original texture image quality.
The default "Make Unique texture" in SketchUp serves for *** making a texture on a face independent from all other materials/faces cropping a texture to th...
sketchucation.com
en.m.wikipedia.org
AFAIK, one
degrades original texture image quality with each graphical image edit / save by use of
*.JPG (the default file format used 'internally' by Sketchup).
IIUC, technically there are ways to force mapped
*.JPG texture image Materials into a non-lossy mode when editing via some graphics applications, however, I would advise against using the JPEG file format entirely.
Also, I would advise only using Alpha channels for transparency, rather than attempting to use "Color Key" coded transparency in
*PNG files.
I use
*TIF with loss-less LZW compression for all texture image Materials in Sketchup.
BTW: Sketchup 2017 has broken the "
Combine Textures" feature for vertical Faces, so I recommend using a different version for that particular task.
PS: You may wish to use
*.OBJ 3D file format for I/O to/from Sketchup / MCX via TIG's plugins for OBJ Import/Export to maintain multi-texture image Material UVW maps:
https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-835965
[
EDITED]
NOTE: That thread linked above deals specifically with 3D models in the form of
sloped G-Polys, and involves:
* Configuring MCX to maintain original 3D model multi-texture image Material UVW map "layers"
intact
* Import to MCX of a MDL from a FSX / P3D BGL
* Export from MCX in
*.OBJ 3D format
* Import to Sketchup from a MCX-output
*.OBJ 3D format
* Editing in Sketchup, (1) "layer" of several overlapping layers of multi-texture image Material UVW maps
* Export of edited 3D model from Sketchup in
*.OBJ format
* Import to MCX of a 3D model from Sketchup in
*.OBJ format
* Export by MCX of a 3D model as a SDK XtoMDL / SDK BGLComp -compiled, G-Poly scenery object
I have
not yet tested if MCX' 'Options' configuration parameter values also need to be set for
glTF output.
[
END_EDIT]
GaryGB