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MSFS20 MSFS materials

Sorry to be bitching about this, but now my night textures do not work at night. It was all OK with your previous Dev McX. My Albedo texture is day, Diffuse the same, night texture ending with _night and in the emissive slot, all PNG. My colours are 3 x all white, 2x all black.
 
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).

I for one am eagerly anticipating this! I hope it'll include material editing and texture conversation (and where those new textures should reside)
 
Sorry to be bitching about this, but now my night textures do not work at night. It was all OK with your previous Dev McX. My Albedo texture is day, Diffuse the same, night texture ending with _night and in the emissive slot, all PNG. My colours are 3 x all white, 2x all black.

If you disable the option to automatically set the color it behaves the same as the previous build. But with the color set to black the night texture won't show indeed.
 
My fault, I was exporting the wrong glTF format. Day is without night lighting now, but I still don't see my night textures at night. I convert my models from P3D4. I have the day texture in the Albedo and Diffuse slot, night texture with extension _night in the Emissive texture slot. MSFS switch for day/night is set to True. All the textures are png. What am I doing wrong at this time? Or is it the SDK playing me?
 
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Update: Night is working at my three airports. It is the MSFS "clock" playing me.
 
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Hi all,

I have made some more changes to the MSFS material support. Before the P3D v4 RenderMode name was used for the AlphaMode setting. As both have slightly different names of the possible values as well, this was confusing. So from the next development release MCX will use RenderMode when the P3D PBR filter is selected and AlphaMode when MSFS is selected. Under water the two values are connected to allow easier conversion between P3D and MSFS.
 
hello,
even with watching the video, i don't succeed to make my blender objects collidable!
i don't understand how it work
 
To which slot would I have to put a NORMAL in MCX, there is no such slot; but for albedo / diffuse / emissive / metallic / specular etc ...
 
It's best to select the. MSFS filter in the material editor then you see only relevant slots.

There should be one called normal texture as well (or might be bump texture).
 
I connot find a slot for Normal, I tried to use Bump, but there is no change in scenery model display in MSFS (glTF export). I chatted with Losco over at Discord, he wrote that Bump is greyscale and Normal is RGB, what might be the reason that it doesn't work? Dunno (I'm not at the machine right now), but there is also no slot for AO? And AO or a Comp (works using the Metallic slot) may be required for a correct display of Normal?
 
it's called Bump texture (the name used in FSX), I'll modify it to show Normal texture in the next development release.

The reference you make in the material editor only assigns the name of the texture. But both the FSX bump textures and the normal textures are RGB.

Are you sure your normal texture is created correctly?

1607461625810.png
 
OK, changed it now so that the material editor calls it normal textures as well, will be in the next development release.

1607461911087.png
 
Hi Arno,

after seeing the images of differently colored Normals in thread Critical problem with normal maps in MSFS, I'm not sure anymore. DXTBmp opens the Normals I've created and which then were converted by MSFS for packages, they show up like Normals look, but when I try to open a default MSFS Normal, DXTBmp fails to display it.

So, MCX may not be the cause for the Normals that don't work; maybe MSFS uses any different format ...
 
I think FSX and MSFS normal (bump) maps have a different format.

I have a batch file that converts the RGB bump maps output by my paint program into the format for FSX but for MSFS I can simply use them as the plugin creates them.

For FSX I need to copy the red channel onto the alpha channel and then set the red channel to zero. Then I can create a DTX5 with alpha for the FSX bump map. I don't need to do that reformatting for MSFS.
 
I used to use PaintShopPro but to make a normal map I'd have to load the greyscale image into Gimp and use a plugin there. After that I would have to use my script to rearrange the channels in the correct order and that used ImageMagick. To say it was complicated is an understatement.

I just recently started using Affinity Photo and it runs photoshop plugins and I found a plugin that does normal maps so now I can do MSFS normal maps all in the one program and it is much easier.
 
MSFS uses a different compression for its normal map dds files. But if you provide them as png with your gltf file the packager should take care of that.
 
Thanks Arno, I indeed provided the Normal as PNG in the PackageSources, MSFS converted it then to the correct format into the Package. I loaded the file MSFS converted from PNG to DDS in IrfanView and received such a pychedelic pixelated texture in a chaos of green-red-yellow. But, in MSFS, I then couldn't notice any difference, and I already had 'home improved' the Normal to the extreme in Materialize. Does it maybe require to add a Height or separate AO texture (additionally to the AO channel in the COMP) or something else?
 
I know almost nothing about the artistic side of making the normal map, so, hopefully somebody else can help you with those questions.
 
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