Yes decals can be used on these kind of object. Make sure the decal mesh is not a separate mesh but instead part of the plank mesh. Furthermore, the order of materials matters, but I think this is specific to multiple decal materials on top of each other. Other than that, it should work out of the box, but it will not display correctly in Blender because it does not use the same rendering as MSFS. Once exported, the decals are rendered in a special decal render pass in MSFS to make sure they render as decals and do not cause z fighting. So if you try exporting, everything should work as expected and if not, I have a sample decal mesh project in Blender I can share!
Edit: Make sure to slightly raise the decal above the plank surface (no more than a millimeter or two), as recommended by the MSFS documentation
It would be interesting to see an example MSFS decal mesh project (on a 3D model object instead of just a terrain projected mesh).
I found a 'proposed' Blender workflow via a Google search using this query string:
Code:
Blender drape decal material onto multiple objects
As it was not clear if the top or bottom side of the planks has a
invisible Face joining the planks so that they are (1) 3D model 'mesh' object, I specified multiple objects just in case the objects are not all (1) 3D model mesh.
I assume each 0.025 Meter gap between each 'plank' has a
invisible Face so that water below can be seen through the gaps.
AFAIK, Sketchup can vertically "Drape" Material onto pre-aligned glTf 3D model Faces below, even if they are not all (1) object.
If I use Sketchup to manually Paint (map) a "pre-projected" Material across a glTF 3D model surface, each Face (including sides / inset Faces at a 90 degree angle or less) must be mapped sequentially, otherwise, parts of a projected Material will end up out of alignment.
I am not sure if Blender has a similar requirement for a "projected" material, or if alignment even matters for decals with no 'image'.
If the decal Material is made and manually mapped onto top / bottom Faces of a 60-plank array as (1) object, one may use an Alpha channel to form invisible parts in a mapped decal image over 0.025 Meter gaps, as described in a Google search via this query string:
Code:
MSFS SDK decal material with Alpha channel
IIUC, allowing water below to be seen through the gaps may still involve use of wire-frame geometry for textured plank vertical Faces, even if top and bottom Faces are otherwise each made utilizing (1) Face with Alpha transparency used over the 'gap' areas.
If one foregoes allowing MSFS water below to be seen through plank gaps, wire-frame geometry will be much less complex.
If one does that, one may wonder how best to merge
rendered component objects into Materials mapped onto 3D models (aka "baking"), as Bill Womack (aka "spotlope") did for classic victorian-era type shingles and siding on his Heron Island house in
iby_herons-nest_lib.bgl:
https://www.iblueyonder.com/herons-nest-2
NOTE: Bill switched his work-flow from GMAX / 3DSMAX to Blender some years ago.
GaryGB