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[MSFS] Emissive values not exported

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unitedkingdom
Hey Arno,
I just noticed that the emissive values (RGB or emissive factor) are not exported on .gltf for some reason. Upon re-importing the altered .gltf, the emissive values are always default (255,255,255).
 
You 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.
 
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.

I think we tend to use the emissive values often for MSFS, so leaving the default MCX settings of the .glTF writer to 'false' could be an idea.


Btw, speaking of exporting, i also noticed the instances are being lost ? I havent checked the actual code but I judge from the size of the resulting .bin and .glTF files. Is there any way to keep them?
 
Setting the default to false would be an option as well, but then I expect many issues with people converting mdl files. Let me see if I can find another option.

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.
 
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.

That would be very useful !
I think there is a performance benefit for instances, especially for larger chunks, which also need curve correction. simpler workflow :)
 
An instance is just that in the glTF file you assign the same mesh to different nodes right?
 
I did some thinking about it and it is probably better to move the option to make the emissive color of textures materials white to the MDL importer, than to have it in the glTF exporter. But I need to double check if that has negative side effects.
 
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.
 
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.

I think that was the best workaround-thanks as always Arno!
 
Hi Arno, I'm having the same glTF exporter issue of all emissiveFactor set to 0.0. I changed the EmissiveTextureWhiteColor to True - located in the options processor settings, but this doesn't fix the problem for me. My fix is to change the emissive color located under the material editor properties tab from black to white, but this must be done for each texture that you need emissive texture for. Selecting all textures that require emissive texture at once allow you to change the color from black to white. My MCX version is 1.7.0.0 2e15cBa DEV 9/30/23.
 
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.
 
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.
It was a dae (collada) export. This just started after the latest release. I use MCX for all my exports.
 
The new feature to import with white emissive color only works for mdl files at the moment, but if colada files also have a black emissive color by default I can add the option to that importer as well.
 
I 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.
 
I 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.
Thanks
 
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