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Just go to the Material Editor, find the bridge's texture on the left and click it, choose Set Default Transparent from the drop down box, and click Apply. This should fix the display.

Maybe we would save a lot of mouse clicks, if you could set the emissive color to white by default for night textures.

I'll have a look, my project so far has my placement info in it before I get into the sim, I'll mess around with it. Thanks for the heads up![]()

I have added an option to the glTFWriter now that determines if materials with an emissive texture get an emissive color white by default. This option has a default value of true. It will be in the next development release.I hesitate to do that, as I think that will give bad effects in FS2004 and FSX. Maybe I can make it an option or let it depend on the existing preferred version option.

eck what the Render mode attribute is set to. The PBR materials have their own settings for transparency. I don't think I can easily share them with the FSX setti


Both actually. In MCX the material editor supports both types of settings. The sim only uses the PBR material of course.
Like Tom said, applying the Set default transparent template before exporting should fix this for you.
I'll see if I can somehow connect those different attributes.

What I did for my conversion is let MCX convert textures to png. After that they work fine in the package tool. So the package source gltf files use png.
The glTF format doesn't support these features and I haven't seen extensions from ASOBO for them yet.


