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FSX Low or medium polygon MDL

Hi Jean-Pierre,

low poly should be correct I agree. Although low poly they look great. Would like to integrate some of the models in our freeware sceneries.

Thank you very much for your work.

Jörg Dannenberg
 
Thanks for info and appreciation!
I will release a BGL library and a scenery where you will be able to see all my models. Will do the same for my ships.
 
Thanks for info and appreciation!
I will release a BGL library and a scenery where you will be able to see all my models. Will do the same for my ships.

Good idea, if you don´t mind I would integrate some of the models in our flightport-Library. We design small airfields in Germany and so the smaller airplanes are relevant for us. Will naturally give you credit in the readme-file.

Thanks again

Jörg
 
With pleasure!

My CL-415 are parked on a spanish airport!

You can download some models from the page linked now. If not, tell me the model you want. Please use this form. If you want special texture, give me links for photos or images. Note that I have only texture for "one side" of the plane, the other side texture is simply inverted. So ID, company name and other stuff are also inverted...
 
Hi,

My static aircrafts (now 53, including new warbirds models) are presently tested in my virtual air club. Soon release!

However, one problem. When I am in a certain heading and I look to my aircrafts, all the parts without texture (only material) diseappear! I slew a little bit and they reappear! It is the first time that I noticed this bug with my models. It is my models or a graphic card or FSX settings bug?
 
Sometimes FSX does not display untextured surfaces properly. It's best to put a little square of color on your texture and use that instead. Also, FSX will cause parts to disappear that have a missing texture (of any sort).

Hope this helps,
 
Thanks for answer,
I have no missing texture. The problem is mainly on the wheels. One part each wheel. Texture on central polygone but not on the tire. I see the central wheel but not the tire!

The scenery is online here.

sendfile.php
 
Tom makes a very important point.

Try to avoid using untextured materials, both for "glitches" but also to reduce the number of drawcalls.

Taking your rather excellent looking C206-Amphibian as an example:.

There are 5 drawcalls in this model, which could be almost effortlessly reduced to 2 simply by using part of the main texture sheet and material for the 3 solid colour materials.

This is much much more efficient for static objects.

You may even be able to combine the very detailed wheel hub texture onto the mainsheet and have the whole object use only a single drawcall.

Nice work, with some drawcall minimising, would be perfect!
 
Thanks for the lesson...

I am not totally bilingual so I dont understand perfectly the draw call concept. I understand that it is something like of how many times the model have to call the texture file(s).

So I use ModelXConverter to minimize drawcalls. It effectively reduce the drawcalls from between one third to one half. But for each modification it creates an additionnal texture BMP file of 1024 x 1024! For example, one texture file have the wheel and material in left bottom corner (approx 100 x 100 px) and nothing than black on the rest of the sheet...
 
Hi Jon-Pierre,

In essence, the number of "drawcalls" is equivalent to the number of unique materials in the model.

The less materials, the less graphics card buffers used. In FSX after SP2 this is more important than the overall number of polygons/vertices.

I would suggest controlling the process manually.

For the model I mentioned:

1. Paint the three colours in a spare area of the main texture sheet (this doesn't need to be a big area.
2. Assign the main material to the areas that use those colours
3. Unwrap the UVW's for each and weld them together, and drag them onto their respective colours.

The "solid" colour will now use the same material, and "drawcall" as the fuselage.

4. Find a spare area for the wheel texture on the main texture sheet ( you will probably need to resize it)
5. Assign the main texture to the wheel hubs
6. Unwrap and UVWscale the vertices to the small section of wheel texture.

Et Voila ! (the only French I know) You have a single material, and single drawcall.

ModelconverterX is great for confirming the material properties, but for a control-freak (most modellers) it is nice to do it yourself.

(in Google French)

Salut Jon-Pierre,

En substance, le nombre de «drawcalls" est équivalent au nombre de matériaux uniques dans le modèle.

Les matériaux moins, les tampons moins de cartes graphiques utilisés. Dans FSX SP2 après ce qui est plus important que le nombre total de polygones / sommets.

Je suggère contrôler le processus manuellement.

Pour le modèle que j'ai mentionnés:

1. Peindre les trois couleurs dans une zone de réserve de la feuille texture principale (ce qui n'a pas besoin d'être un grand espace.
2. Attribuez le matériau principal pour les zones qui utilisent ces couleurs
3. Déballer les années UVW pour chacun et pour les souder ensemble, et faites-les glisser sur leurs couleurs respectives.

La "solide" couleur va maintenant utiliser la même matière, et "drawcall" que le fuselage.

4. Trouvez une zone de réserve pour la texture roue sur la feuille de texture principale (vous aurez probablement besoin de le redimensionner)
5. Assigner la texture principale aux moyeux de roue
6. Déballer et UVWscale les sommets de la petite section de la texture de la roue.

Et Voila! (le seul français je sais) Vous disposez d'un seul matériau, et drawcall unique.

ModelconverterX est grande pour confirmer les propriétés du matériau, mais pour un maniaque du contrôle (la plupart des modélisateurs), il est agréable de faire vous-même.
 
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Ok, so the word "material" means texture? I always thought it meant the system color of a polygone because in FSDS I use the "material" button to give a color to a part or a polygone and the "texture" button to give a... texture.

I understand also that 53 static aircraft on a same scenery with each 3-8 drawcalls gives 159-1969 drawcalls!

Your receipe is now adopted for my next productions! Thanks all of you!

P.S. I better understand your english than the Google translation. But thanks for the... attentiveness (google translation!).
 
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