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MSFS20 MSFS destructive UV after building package

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117
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poland
Hello,
I have weird problem which prevents me from working with my scenery. The problem concerns the ground poly, quite a large airport. I have textured an area with concrete and asphalt. In 3ds max I set everything up as needed and then exported the .GLTF file. Everything was fine in it as well. Unfortunately, when I made a package with fspackagetool in the BGL file, which was created by this script, my GP mapping in a few places is strange. I am attaching some screenshots. On one GLTF file and on the other an open BGL file. Does anyone know the solution? Any advice?
Kind Regards
 

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I see you do not have the "Texture Distortion Render Mode" selector and recommend you try the latest development version of MCX. The feature highlights and offers a possible fix for distortions very similar to those. I cannot confirm if yours is a case for the "Normalizer" without seeing the geometry in distortion mode, but it's definitely worth a look, imo.

normalizer.jpg


Also recommend you select "Advanced Shader," that's the tomato shaped icon between the massive weight icon and the sanpaku eye icon.
 
Perhaps take a look at the UV Precision section of this SDK page. It looks like you use a texture that tiles quite a lot and this has some problems when storing UVs I think. I have noticed it myself on large scale ground polygons.
 
Toggle each node in the Hierarchy Editor until the ones affected shade red, make sure to check the highlight selected box. When you discover a black with red shade node, which corresponds to a material or texture, right click to select normalize.
 
Okay, I'll check this out. May I know how you solved your problem?
When you unwrap the model you need to make sure to stay within about -5, 5 in the coordinate space. To achieve this, you'll need to cut up your model and move the uvs closer to the desired range (a bit hard to explain). I can upload some more images when I'm at my pc.
 
When you unwrap the model you need to make sure to stay within about -5, 5 in the coordinate space. To achieve this, you'll need to cut up your model and move the uvs closer to the desired range (a bit hard to explain). I can upload some more images when I'm at my pc.
I think it works! I have moved and there are no artifacts.

Toggle each node in the Hierarchy Editor until the ones affected shade red, make sure to check the highlight selected box. When you discover a black with red shade node, which corresponds to a material or texture, right click to select normalize.
You mean "Normalize Texture Coordinates"? I think it doesn't work or I am doing it wrong.
 
I think it works! I have moved and there are no artifacts.


You mean "Normalize Texture Coordinates"? I think it doesn't work or I am doing it wrong.
Yes, the software automatically adjusts texture coordinates, if possible, to fall within the UV limitations.
 
I set concrete around 5, -5 UV and it helped. The asphalt also had artifacts in some places, so I used "Normalize Texture Coordinates". Both methods worked perfectly. Thank you! @=rk= and @FoxtrotScenery :D
 
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