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No, they have not. They look as they should within Sketchup and MCX, but as soon as they are exported they get all twistedHi Vetle, just a quick reply before I must hit the road.
These have not gone round-trip out of Sketchup > to MCX > to MSFS > back into MCX > back into Sketchup ?
Thanks for the tip! I will try it out!Consider use of Make Unique Texture to clip off textures outside portions mapped to all Faces; this gives precise UVW maps.
After all Faces are mapped and finalized for a project, do a "Purge Unused" to remove unwanted texture SKP file bloat.
Otherwise, sometimes MSFS' less precise tolerance for UVW map coordinates results in such "twisted" distortion in-sim.
Also, play it safe and clear a Face's texturing before pasting "Projected" textures copied via <Alt>+PaintBrush by painting Faces the default White color (or better yet, use Remove All Materials Extension first before pasting "Projected" textures onto Faces).
Un-ZIP the attached file below, then in Sketchup, install the RBZ via 'Install Extension' feature, ...or:
Re-name the RBZ to a ZIP file extension, then un-zip further; next, put the resulting RB file into:
C:\Users\[User Profile Name]\AppData\Roaming\SketchUp\SketchUp 2017\SketchUp\Plugins
...restart Sketchup.
Gotta' hit the road now; have a good day.
GaryGB


Hello, and thanks for your reply, and the video. When looking at the distortion tool, everything is blue or grey, nothing red. I will try the compile-tool when exporting. I do not believe I am tiling anything intentionally, but maybe it is automatic through using Sketchup as the modelling tool?Do you tile your texture? MSFS uses a special compression for the texture coordinates, but that also means that you can't tile the texture as much as we can do in FSX. MCX has a special texture distortion render mode that helps you to visualise which parts of the object are likely to be affected by this.

Hello again Gary, and sorry for the late reply.Hello:
If a texture image Material mapped over a Face with a size which exceeds the original extent pixels of the texture image (based on the pixel dimensions interpreted during import- or assigned during UVW mapping-), Sketchup will automatically tile the texture image repeatedly within the area defined by the UVW vertices of the R,G,B,Y push-pins in the Texture > Position mode.
AFAIK, in either case of how UVW coordinates end up derived, when distortion occurs, it 'should' be fixed by use of Sketchup's Make Unique Texture feature, as it clips a UVW mapped texture image to the edges of the Face as defined by the UVW area established via the R,G,B,Y push-pins as cited above.
IIUC, MCX Texture Atlas use (via the Draw Call Optimizer) feature should also clip mapped textures to the edge of Faces within the extents defined by the UVW mapping pins.
IIUC, when clipping of mapped texture images is performed, UVW coordinates are set to max precision, and distortion in texture display is not likely to occur in MSFS at run time.
GaryGB
Hello again Gary, and sorry for the late reply.
Regarding the "make unique texture" tool within Sketchup, my understanding is that it creates the texture exactly as it is placed upon the model face. This means that all faces would potentially create large amounts of similar textures but eith different shapes. Seems both time consuming and not practical when employed over several objects, or?
I had an issue during the modelling stages where the textures got tilted and twisted within Sketchup, probably due to to several levels of groupings with different axes settings. When exploding the model to remove all groupings the textures got twisted and It took a while before I figured out that that might be an issue.
In the current model there are several areas where there seems to be twisted textures, and almost like a pinpoint of mesh-connections with distorted lines. Looks awful, but thankfully not present in the most available locations...