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MSFS20 MSFS materials

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.
 
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.

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

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.
 
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 :D

Or manually check 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 settings.
 
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.
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.
 
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

lol at this point I'm lost, is that in sim or in MCX?
 
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.
 
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.

I'm still lost on that process, but the issue I've found is that in the package builder, for some reason it flips the DDS image assignment, inverting the DDS images fixed the issues I had. I'll do up a video on the process I've had to go through to convert FSX scenery to MSFS, it's been a rigmarole (and the package builder in sim is extremely buggy).
 
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.
 
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.

Ah good plan! I’ll try that. Have you found a way to enable crash boxes or platforms for the gITL models via MCX? I right now I don’t have either of those working (not too worried as the visuals are most important).
 
Hi,

No, I haven't looked at those yet. The glTF format doesn't support these features and I haven't seen extensions from ASOBO for them yet.
 
The glTF format doesn't support these features and I haven't seen extensions from ASOBO for them yet.

The blender exporter has options for "Collision material" and "Road material". I can't get these to work on an AI ship, haven't tried as static scenery.
gameplayParam.jpg

 
I've seen a tutorial from one guy that selected them on in Blender for the Sydney Harbor Bridge and he has road traffic going over them so there's hope :D
 
Thanks for the tip, I need to add those settings to. MCX as well. Let me find out how they are stored in the glTF file.
 
Hey Arno, this video tutorial may be useful, it shows the settings for crash and road material in Blender and how he made a Sydney Harbor Bridge replacement

 
Hi,

I have added support for the collision and road materials to MCX as well now. So the next development release will include them.

I'll have to see if I can automatically take the FSX/P3D platforms into MSFS. Would probably work to export them as an invis material with road attribute set. But that's not implemented yet.
 
Arno,

The latest Dev version of McX does not remember when I set the Emissive Colour to black. When I reimport my glTF model, the Emissive is white again. Because of this I get my night texture at daytime suddenly.
 
Then you need to set the option to export materials with emissive textures with a white color to false.
 
MCX does create a glTF model from a .obj file. However, although the model show correctly in MCX, there is an error warning. Once imported into FS2020 the texture mapping is confused.
Any suggestions?
 

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Hi,

It more looks like a drawing order issue to me, than a texture mapping issue. Seems some polygons are drawn over the others. Does the texture have transparency?
 
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