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Help in Blender to MSFS please!

Messages
127
Country
hungary
Hi!

Do you guys have an idea why my sim doesn't show base colour textures after I load them in MSFS?

in blender:
1613063043728.png


In MSFS2020
1613062910601.png

Even though I have the correct textures in the folder:

1613062985462.png


Thanks in advance,
Mark
 
Messages
1,185
Country
canada
Ok now the shading screen. I don't see your model in the UV unwrap screen.
 
Messages
1,185
Country
canada
On the blender export do you set the texture folder? When you look at the package folder are the textures there in the package folder? - is it Materialslib? I'm not sure for scenery?

edit : try building the simple scenery and see if that works, It's always some tiny little thing that can mess up things in MSFS now. compare your package to theirs.
 
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Messages
1,185
Country
canada
Does your packages folder contain the dds textures? I am not sure but the name of your package may have to be in a proper name with scenery-mainterminal,

your company name is pearlsimulations.

so you get a scenery

pearlsimulations-scenery-mainterminal

folders

pearlsimulations-[COLOR=rgb(184, 49, 47)]scenery[/COLOR]-mainterminal folders pearlsimulations-[COLOR=rgb(184, 49, 47)]scenery[/COLOR]-mainterminal with - Contentinfo - scenery -pearlsimulations -texture all your dds files and json files for your textures - modelLib.BGL - objects.bgl


Grrrr! how do you keep the white space on this forum?
 
Messages
127
Country
hungary
I dont't have dds textures.. how should I get them? I watched a tutorial and in that there was no dds mentioned in it...
 
Messages
79
Country
france
I have check your file, as I suggest it's just a face orientation issue

1st export
wRjLw.jpg



I checked face orientation
dG2kE.png


I fixed them
48ak8.png



Blue face wiil have the texture.
2gkwx.jpg



2nd export, Tada !!!
8ZGnx.jpg
 
Messages
127
Country
hungary
Thanks a lot!!
There is just one more thing that is a little problematic... it’s the alpha channels. There is no transparency even though when I exported it from substance painter it was transparent at some points... Can you please help me fix that as well?

i really do appreciate your help!!
 
Messages
79
Country
france
For transparency, you have to separate all your transparency glass surfaces in another mesh and assign a new texture with render paramter alpha mode = blend

and export all these mesh (opaque and transparency) toghether) in one object .gltf.
If I were you, I will separate glass from tower and the rest of building. assign glass material for glass tower and assign another glass material for glass from the others windows. play with parameters (alpha, color, metallic, roughness...) to have something different between tower and windows.


here all opaque surfaces with .png texture
VygD9.jpg


here surfaces with blend parameter. play with alpha multiplier to choose your transparency intensity. for this building I have nothing to show inside so I am close to 1=opaque, put somrthing like 0.1 for transparency
Po504.jpg
 
Messages
127
Country
hungary
So you’re sating there aren’t any ways to create transparency within one object? Actually it would be impossible to separate them as they are already textured together and also I am not only talking about the glass windows but also about the pillars that hold the departure/arrival signs... Those have transparent and non-transparent parts either as I did it with an alpha texture...
 
Messages
79
Country
france
Just to clarify : an object (.gltf) is composed with several mesh (wall, door, roof, windows...) and material (opaque and blend)
Same object (.gltf) with multiple material (one for glass and the other for wall).
Off course, you can seperate windows mesh from wall mesh and assign a glass material. These surfaces will be no longer assign to texture (wall material).
 
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