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MSFS Detail Texture

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unitedkingdom
I'm using a detail texture on the interior of a model. Using the night time emissive, it only displays the emissive texture (noise and AO) and not the detail texture (a tiled detail map).
Anyone know why this happens and/or how to fix it?
 
According to the SDK you need to set the vertex alpha color to more than 0 in order to see the detail texture. I personally never tried them so I can’t speak from experience. I’d like to see an example from someone who used it with a noticeable effect, it seems kind of similar to a high-res normal map?
 
If by "detail texture" you mean "decals," a guy over on Discord informed that adding a "1% opacity fill layer" underneath his texture fixed the decal bleed through issue.
According to the SDK you need to set the vertex alpha color to more than 0 in order to see the detail texture. I personally never tried them so I can’t speak from experience. I’d like to see an example from someone who used it with a noticeable effect, it seems kind of similar to a high-res normal map?
Are you sure vertex alpha is not related to snow/ice? If I place quotes around the term "detail texture," which eliminates all hits but that exact phrase, the only hit at all refers to "detail surface texture" on scenery polygons. If I search "detail texture vertex" without quotes and select the "ice" hit, I get this "For the actual ice texture and material, you'd use the vertex paint modifier to paint on the vertex alpha." Please confirm.
 
If by "detail texture" you mean "decals," a guy over on Discord informed that adding a "1% opacity fill layer" underneath his texture fixed the decal bleed through issue.

Are you sure vertex alpha is not related to snow/ice? If I place quotes around the term "detail texture," which eliminates all hits but that exact phrase, the only hit at all refers to "detail surface texture" on scenery polygons. If I search "detail texture vertex" without quotes and select the "ice" hit, I get this "For the actual ice texture and material, you'd use the vertex paint modifier to paint on the vertex alpha." Please confirm.
I refer to the Detail Maps on this page:

I have yet to try to use them in a project, it seems like they're mostly useful for cockpits, but I may try them for scenery textures sometime.
 
OK great, so there are both, thanks for clearing that up. I also had been pretty sure it and what turns out to be both had been intended for cockpits, but people are using them on the exterior model and liking the result. I have several places where loading point data and no step labels might be crisper if I could get them that way. This raises another grey area about these textures, I get that we can "cut out" a decal and place it, presumably onto a whole polygon, or multiple polygons and that would mean it's mapping conforms to the edges of the poly(s), but what about a decal in the middle of a large field of polygons, like a speed chart on a panel or a no step on a wing, it has to have clear edges to the edges of the polygon plane, or is it mapped by coordinates, or something?
 
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