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MSFS Missing Ground Markings

Messages
26
Country
us-ohio
On a couple of my airports (KCAK, KCMH) a couple of users (and I mean only a couple...lol) have mentioned that they are not seeing ground markings on the aprons. However, I see them just fine (obviously since it is "on" my system). I had one person who downloaded my scenery (flightsim.to) post some screenshots and the markings were there on his install. However, being one who gets troubled by such things....lol....I still wanted to investigate any "wrong doings" by me. I could not really find anything. I checked apron priorities (nothing out of the ordinary there...all logical settings....no overlaps with the same priority) and of course painted lines do not have priority settings.

I usually do my airports with two packages, one for the airport (runways, taxiways, signs, aprons, lines, etc...) and one for the buildings. Not sure if that workflow is logical, but it sure makes updating a lot easier and less stress on my computer (which I'd say is no slouch though not a total beast....i7 10th Gen, 32GB Ram, 6GB GPU memory...I'm a Cartographer and my mapping software is more demanding than MSFS).

Basically I am asking.....should I not be concerned since it is NOT a universal issue? It still vexes me....lol.
Plus, I use Blender 2.9 and was wondering if doing ground markings within Blender is a better route than in the scenery editor of the SDK....I'm always eager to learn new techniques and workflows.

However....there are a few who talk about seeing "pink" from far away, but that is a topic for another time since I hear that Asobo knows this is an issue with many.
 
Messages
336
Country
unitedkingdom
Ground markings as in painted lines?

I don't know if they've addressed it because I do it automatically now, but with my first efforts the painted lines would either not appear or be broken unless I gave them a characteristic in the line's properties.

Right click on it and you have 'all points' to make it straight and I can't remember the bendy one. You have to manually add that setting to each line or it might not be visible when built.

Since you're opening it in development mode you're going to see them intact even after you leave. Others may not.

If you're already doing that then I can't really think of any other reason.
 
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Messages
255
Country
germany
Pink always meems that the sim is not being able to use the texture file correctly that the developer put at that certain place. This can have two reasons:
1. the texture file has not been converted correctly because it's not in the wright format of binary factor (512x512 or 1024x1024 or ....)
2. the file is missing in the texture directory.
 

=rk=

Resource contributor
Messages
3,974
Country
us-washington
Pink always meems that the sim is not being able to use the texture file correctly that the developer put at that certain place. This can have two reasons:
1. the texture file has not been converted correctly because it's not in the wright format of binary factor (512x512 or 1024x1024 or ....)
2. the file is missing in the texture directory.
There is yet another reason that would also correspond to some testers encountering issues and others not. That condition would be name conflicts.

Because of the virtual file system MSFS is not able to prioritize name matching conflicts to their relevant packages and instead loads the first example encountered that does not necessarily match the file path it had been called from.

Therefore, if a texture named “tarmac” is called, the sim will render the first example of “tarmac.dds.png” it encounters.

The solution is to always use unique names.
 
Messages
255
Country
germany
There is yet another reason that would also correspond to some testers encountering issues and others not. That condition would be name conflicts.

Because of the virtual file system MSFS is not able to prioritize name matching conflicts to their relevant packages and instead loads the first example encountered that does not necessarily match the file path it had been called from.

Therefore, if a texture named “tarmac” is called, the sim will render the first example of “tarmac.dds.png” it encounters.

The solution is to always use unique names.
I thought naming issues are only when using data from a common directory, but it sound reasonable so we do have no 3.
 
Messages
26
Country
us-ohio
For the most part it is as =rk= mentioned. It is definitely a conflict of naming conventions. Renaming our materialLib to be uniquely associated with our packages fixes the issue. Working with the user that had an issue with one of my airports showed that a payware (of all "people") did not have a unique name for their materialLib....not to say they were at fault....I was just as guilty.....and was conflicting. It just made it important for me not to rely on someone else's to do their due dilagence and I must do my own....as should all of us. Now....I need to figure out how to rename my materialLib in a manner to not have to redo my entire airport textures. Simple renaming the folder and rebuilding doesn't do it.....Yikes.
 

connomar

Resource contributor
Messages
256
Country
us-minnesota
Just for clarity, are you referring to PackageSources\MaterialLibs having a unique name, or PackageSources\MaterialLibs\MyMaterials? I tried to change MaterialLibs and it refused to allow a change of name. Oddly inconsistent as it allows PackageSources\ModelLib to be renamed.
 

=rk=

Resource contributor
Messages
3,974
Country
us-washington
"MaterialLibs," is a sim category, like "SimObjects," or "Landmarks." We can define uniquely named directories to be part of these specific categories, by placing them into the directory named for the category and we can also place package build files directly into the directory named for the category, although it is not recommended to do so, but we cannot arbitrarily create new sim categories, by naming unique derivatives of existing ones.
 
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