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Aha...wasnt aware this existed! thanks ArnoYou probably have the option to export textured materials with white emissive color enabled in the options.


That was done as FSX models have a black emissive color by default and that gives issues when converting to glTF. But when starting from glTF this setting makes no sense, so maybe I should solve it differently.


MCX does not support the concept of instances, so you are right they can be lost. Let me see if I can add support for them.

Yes, correctAn instance is just that in the glTF file you assign the same mesh to different nodes right?



Hi,
I have made the change now, it will be in the next development release.
The glTF writer no longer has an option to force the emissive color to white, instead this option is now there for the MDL readers. It is found in the object processor settings and the default value is false. So when people want to convert their models to MSFS and have properly working night textures that setting needs to be set to true.


It was a dae (collada) export. This just started after the latest release. I use MCX for all my exports.From which format did you import the model?
You can always make a material template to set the emissive color. Then you can easily apply that to different materials.


ThanksI have checked the code an the processor that sets the color to white on emissive texture can now be used with any file format that can set the emissive texture. The change will be in the next development release.