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MSFS LOD looses texture when zooming out.

Messages
119
Country
spain
This is happening to me with the first two objects im importing to MSFS2020 with two LODs.

Im leaving the .xml as the MSFSToolkit creates it.

Just using two levels (x00 and x01).

The first one works great but as soons as i zoom out, the second one doesnt show the texture, it becomes all gray.

1602945721757.png


1602945748623.png


Help will be appreciated.

Good weekend!
 
Last edited:
Messages
119
Country
spain
I'm struggling with this problem, I'm gonna share some configuration i am use in order to give you a better understanding of what could be happening.

Here you can see the same problem in a trashcan i modeled.
ezgif.com-gif-maker.gif


Here is my Blender workflow
1603128081357.png


And here you can see the folder structure and the .xml
1603128139601.png


1603128205940.png


Anyone using LODs on 3D models without this problem could compare this to his workflow to see what im doing wrong?

Thank you!
 
Messages
104
Country
pakistan
Is the export materials option ticked for the LOD01 in the exporter? I'm not sure about the blender workflow but there should be an option like this in the toolset.
 
Messages
104
Country
pakistan
That should not cause issues. What happens if you load the affected object in mcx? Does it show the texture there?
 
Messages
119
Country
spain
MCS is something i dont use because i dont know how to.

Using Import MCX button, it allows me to open the .BGL file but nothing happens.

is MCX able to open .gltf files?
 
Messages
104
Country
pakistan
Just drag and drop your .gltf into mcx and it will load. What we need to check is if the material is being written into .gltf or not.
 
Messages
81
Country
greece
OK, I got help from Losco Nosciuto at the MSFS SDK discord on this. It was an issue of instancing materials within the same Blender project for different LODs. As it turns out one should not simply copy-paste objects within the same Blender project. The models for differnt LODs should be copied in from different Blender projects. This way the materials, even if the same, will receive an instance (e.g. Material1.001, Material1.002 etc.). When exported they will be assigned correctly to the LODs and all show fine.
 
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