It's not a P3D Model
The floor of the hangar is reaching the walls. The 4 vertices of the floor are "welded" (merged) at the two inner wall corners. The floor is not connected to the doors. I'm assuming (yes, I know) that you're using Blender. If so, select the floor "face" and pull down. You'll see where it's attached. Should have no affect on the phantom line though.Hello...
Let me see what you did with the textures. I only have your previous ones, I still think its the textures... otherwise, it's the model and I saw nothing wrong with the model. I understand what you are referring to. Also, is there a reason why the floor of the hangar doesn't or is not reaching the walls?
Concerning the previous psd files as well... within the "layer0" layer there appear to be "hairline" lines black in color.
I'm making this airport (hangars) for both P3D and FSX. I belong to a Flight Sim club and the members have all kinds of flavors of Flight Simulator (not X-Plane). So I have to make it for FSX to be used in both.It's not a P3D Model
My walls (inner and outer) are a full "inch" apart (measured by creating a cube, resizing it and comparing it to the gap between the inner and outer walls). I do not believe any of my faces are too close. NONE of my inner / outer walls touch or are joined together. (box in a box example). I purposefully provided an adequate gap. You can download my model and textures here https://www.dropbox.com/s/azeo82bn97f6ds3/Hangar issues.zip?dl=0 and look at them up close if you desire.Seems like a rendering issue. The face is too close and causing some bleed though. You notice it because of the large difference in colour. You might just have to find a workaround at this point.
Why not use LODs to make a version that will be seen at a distance, and make the gap between the inside wall and the outside wall larger.
Hello GaryGB, finally got around to reading and studying this post. I've removed most of it for my reply and to make it easier to follow.Hi TB:
* Import your latter attached MDL into MCX
* Export from MCX to FSX scenery BGL format (using P3Dv1.4x SDK XtoMDL at its default path auto-detected by MCX)
* Add that FSX scenery output to an active scenery layer in FSX scenery library GUI
...I see NO Face Diagonals in the following screenshot from FSX Acceleration at run time in default DirectX-9 mode:
This raises questions as to how your 3D scenery object MDL is being 'rendered' in FSX_SE at run time ...on your computer.
As you may know, DirectX 3D geometry utilizes Triangles, so a quad Face always has a 'Diagonal' (usually "hidden"), because each such quad Face is made of (2) co-planar Triangles.
While technically such integral geometry is always a part of the 3D object MDL within a FS scene as in MCX' preview:
...co-planar Face vertices in 3D object MDL geometry 'normally' prevents these from being visible in FS at run time.
In order to see these in FS, special methods must be used to allow such Face Diagonals to be visible at run time ex:
Note that the example 3D MDL for the aircraft shows all quads as Triangles.
One might wonder if Blender2FSXP3D Toolset enables an exported *.MDL to display Face Diagonals in FS.
If so, one might also wonder whether there may be issues affecting Shaders utilized by FSX_SE on your computer ?
PS: Please document for this extended troubleshooting process, which of your testing results and screenshots above are:
* DX-9 mode
* DX-10 'preview' mode
...and if using DX-10 mode, whether you have installed a freeware or payware version of "DX-10 Scenery Fixer."
"Nz255", I separated one wall by at least 6 inches, still no joy.Yeah, I’m saying one inch might not be enough. I don’t have FSX SE to try but what happens if the walls are further apart. Like 6 inches?