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Yes and please have textures default to power of four, instead of power of two and also please, an option to not resize at all, because MCX converts models extremely well that don't necessarily have to conform to mipmap power of two or DDS power of four.It would be good if we hade an option button here to delete the extensions before saving, if desired.



Right, but let's say, for example, That I wanted to display one of my models on Sketchfab, for example. A quick export of the model with the un resized .png would be all that is necessary.Be aware that exporting to a format like dds without resizing won't work, that format requires the size to be a multiple of 4 at least.



One of the ways you can share textures and overcome this issue, is to process and compile one model first. It will have the unique texture names that distinguish this package. Then, as you process your additional models and build your library, in the Material Editor panel, in the Properties tab, where it shows the Albedo, Emissive, etc texture paths, take every instance of a shared texture and change it's source from the Collada folder, or Sketchup export, or wherever, downloaded FBX, to the texture folder you just created with the previous model. Then when MCX saves that batch of textures, it will find and link them. It seems like this process would work better automated, but if you are careful, you can share commonly named textures in a library this way.I know that I can attach the model name to all the files and that makes them unique but in this airport instance and others there are common textures to 6-8 or maybe ten structures. If I attach the model name to each one I have 3 times the textures


The first instance is corrected. It will save as AIRPORTDOOR02_ALBEDO.PNG
The rest must all manually be changed, or they will save as xxx.PNG.PNG
It would be fixed if all the double extensions could be stripped (optionally), else it is just tedious.

I see what you mean. I forgot I had that kind of rename in the old mass texture editor. I'll add something similar back in the latest version, it's on the wishlist now.I know that I can attach the model name to all the files and that makes them unique but in this airport instance and others there are common textures to 6-8 or maybe ten structures. If I attach the model name to each one I have 3 times the textures I need in the airport texture folder than having common ones that can be used by all of them. That is why it was nice to have the older version of renaming like "material*" being renamed to a unique name and the rest remaining to be common to all structures sharing them. Does that make sense? I did follow your previous instruction of renaming them in the textures in MDCx V1.50 and that works nicely but has to be done individually, a little more time consuming but not a "game-changer" by any means. Thank you immensely for creating MDCx and the other programs.

I believe it to be a visual indication that package build required .png format files, have been processed into a build and reformatted to .dds. I have trouble understanding what about Asobo models that will be rendered using .dds textures, requires them to be compiled using .png textures. It seems like changing formats is completely arbitrary.I never understood why MSFS has .PNG.DDS files.


One more reason to see if MCX can strip them off somehow, we don't want to end up with TEXTURE.PNG.JPG.DDS.PNG.PNG.DDS in the endThe extensions can go on forever. (JPG is a valid choice for MSFS, as well as PNG).