Well I just now got it to build. I had to create the comp textures it so desperately craved, then the hardest part was removing that reference to "roofing_shingles_asphalt_n," I did it by first duplicating the texture as "roofing_shingles_asphalt_normal," I reassigned that so that allowed me to open the gltf in Notepad, find any remaining reference to roofing_shingles_asphalt_n and change that to the roofing_shingles_asphalt_c, that I had created to solve this conundrum.
As to causes, I cannot speak specifically, I do know there is a memory buffer that draws from previous builds and prevents improperly applied edits, it may have worked in reverse and allowed the previous version of the model to build, before flagging it the second time, since now that "corrupt" build data was in the buffer, I don't know, I'm just a self taught scenery hack. I can observe that the fact that those texture assignments were botched within the gltf and MCX did not detect them, instead it took my hacker hands with Notepad correct them, says something.
Again, I am just a hack, but logic does not seem to necessarily apply, if the number calculations inside are misaligned from refocusing mip maps, or whatever and the values exceed intended parameters, I'd think you could get sub logical behavior. MCX can easily create a comp texture assignment, just by my clicking "apply," when that attribute is visible in the selection and I would take your word for it that that would be impossible to initiate automatically, but it still does not explain the other odd behaviors. I should advise that I have rolled back the the 1/28 version, until I sort this out or fall too far behind and if similar reports don't start emerging soon, I'll confront that alter ego. Maybe I'll record myself... but he'll just erase it...
Good to know you found the
transparency bug, it strengthens my belief I'm not
just seeing things.
