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It looks likeSo I retried exporting and playing a little with tweakings and such but, as in the post above, the result now is a perfect mesh with an odd texture. I really can't get to understand what's wrong and why it happens when assigning the Albedo material to the mesh.
I am trying to find the solution myself but tbh it seems to be something too specific for a decent result.
Any help is appreciated, thanks again <
Just checked UV mapping BEFORE applying the Albedo. It is totally fine and smooth BUT...
After applying the Standard MSFS Material and the Albedo Mask, this is the result...
It looks like
a) the UV mapping has gone wonky- Try changing the texture projection (Flat, Box, Sphere etc) and it may come right.
b) The blend mask (under MSFS texture settings) needs to also be set....although I'm still figuring out how to set that to the alpha channel of the main texture sheet.
Change the priority in the properties.Another stupid question from me.
If I do a poly for a taxiway, in the old world I would make it overlap the runway slightly, and then, in ADE make sure the runway was on top of the poly.
In the SDK I can’t see where to set the runway to be on top, and as a result, the overlapping taxiway is on top of the runway.
Does anyone know how you specify that the runway should be above the poly (or specify the poly be below the runway).
I tried this... I couldn't see anywhere to change the priority on the Runways, so I changed the taxiway polys to -1, -2 etc (assuming that would be below the runway (which I assumed to be 0) but it didn't seem to make a differenceChange the priority in the properties.