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Interesting. I know they broke something because my jetways were working fine since October of last year.If you launch up the stratosphere with dev cam on an exported airport in your comm folder - when you come back down you will see the jetways are all there.
Seems like a LOD issue but when you force all 3 or 4 LODs your LOD0 model, then ik is broken (not that forcing LOD0 did anything anyways but I am sure its all related)
Interesting. I know they broke something because my jetways were working fine since October of last year.
Yep. It has changed.Hi, does anyone else have issues with updating models once exported through Blender? Before, my workflow used to be that I'd export the object (no problems with that), but I'd then go in and add my 3D lamps and then just re-export and the object would update in real time within the sim. Now, it doesn't do that. Re-exporting has no effect. Does anyone else have this issue and if so, is there a workaround?? This is truly frustrating.
Maybe you could separate the floor from the rest of the building and import both as separate objects. And inside the sim you could assemble the floor with the rest of the building.I don´t know if it has been mentioned before but the Environment Occlude material now seems to cause the ground to turn completely black in the sim as soon as the object containing the EO material (like a cube that matches the size of the building you want to exclude the environmental effects from) intersects with the ground.I hoped raising the object slightly above ground level would resolve this, and indeed the black ground is gone when I do that, but unfortunately the EO material doesn´t have any effect anymore if the object is above the ground. So at the moment I can choose to have either no rain and snow inside my buildings with black ground or normal ground but rain coming through the roof. Any suggestions?
I also noticed that if you have several sceneries which has a model that uses a texture called, for example, terminal.png.dds, MSFS will sometimes load the texture from another add-on, and not the add-on it's loading the BGL file from. Not sure I made myself clear
You are suggesting that the developers did not have the foresight to simulate the software being deployed, or, "how dare someone simultaneously create a model with a material named "material" AND expect that cursed thing to remain a unique creation in the world?"
At least someone saw this coming, "Prefix all with model name" has been an option in MCX for as long as I can remember. Just batch run your libraries, clean, rebuild and it is almost as if Asobo did this intentionally, as a conversation starter, a chance for us all to become better acquainted.