• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

No texture after exporting P3D to X-Plane

Messages
28
Country
norway
Seems the model it selves convert fine using the setup wizard - export scenery
But no texture will show in X-Plane, even though the obj have the texture linked and named correctly.

Did I miss a step or is it a bug of some sort / missing feature / old version
From what I can see, the model (test) is showing correctly in the Modelconverter X UI

Modelconverter X UI Screen
2022-08-12_192900.jpg


X-Plane in game screen

2022-08-12_192455.jpg


PS.. Don't mind the double objects, will exclude underlaying autogen later.


Any idea what i.e. needs to be done, have not been done or what could be wrong?

Thanks in advanced.
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
31,549
Country
netherlands
Did you convert the textures to a format X-Plane can read and put them in the right folder?
 
Messages
28
Country
norway
X-Plane can read both png and dds, so basically just copied those from the /texture folder over to the object folder of X-Plane. Should work
.DDS is not platform spesific, it's an image format. Only thing I can think of is that there may be some DXT issues or mipmap issues.
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
31,549
Country
netherlands
X-Plane uses a different definition for the origin of the DDS files, so you would have to vertically flip them first.
 
Messages
28
Country
norway
Ok, so how would this be done in MC, via the Material Editor

2022-08-12_212453.jpg


or via the Normal & Shading

2022-08-12_212253.jpg


Reason for asking is that the texture looks good in UI, so is the notion that those are inverted?
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
31,549
Country
netherlands
Hi,

MCX does use the FS definition by default, that's why they render fine. If you load an X-Plane native object you will have to change the option to flip the textures on loading.

The flip vertical in the material editor is a way to flip the texture indeed. Afterwards you would have to save the textures again. Of course you can use any other graphics editors as well.
 
Messages
28
Country
norway
Hi

Tried to flip the textures horisontal, but that did not make any difference I am sorry to say..

Here is the test scenery if you like to try
 

Attachments

  • molde_seilet_p3d.zip
    2.1 MB · Views: 17

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
31,549
Country
netherlands
I don't have X-Plane installed at the moment, so not sure what I could test in that case. Looking at the model it should be well possible to convert it to X-Plane, it only has one drawcall.
 

Pyscen

Resource contributor
Messages
2,813
Country
us-texas
Hi

Tried to flip the textures horisontal, but that did not make any difference I am sorry to say..

Here is the test scenery if you like to try

Are you sure you need to flip it horizontally? FSX/P3D textures are normally flipped vertically for dds formatted textures
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
31,549
Country
netherlands
The flipping is vertical indeed. But looking at the texture, even when it would be flipped you should still see something. So it seems more likely that X-Plane can't find or read the texture file.
 
Messages
28
Country
norway
I don't have X-Plane installed at the moment, so not sure what I could test in that case. Looking at the model it should be well possible to convert it to X-Plane, it only has one drawcall.

No need to test it, I can do that. Just convert it an I will try. Also I tried with both texture flipped and normal (out of the scenery it is faced normal.
However I wonder about one thing.. Is it enough just to flight it in the material editor, or would you need to flip in UI using the "normal" function?
Other thing I was thinking of is, is the verticy normals flipped? So that the textures are inwards and not pointing outwards?
 
Messages
28
Country
norway
Ok so I finally figured it out. What a mess.

So @arno you where initially correct in your assumption. The textures needed to be flipped as they are per default wrong.
But MC do not save DDS files and that was basically the major issue. Not sure if it is a bug or not, but that feature does not work.
Solution was to save the flipped textures as png, then use X-Plane's X-Grinder to convert them back into correct DDS.
When that was done, everything worked perfectly.

I am now however struggling with exclusion of buildings.. Reason a normal exclusion in WED cannot be done, is that I have a base line mesh package that populates OSM data (autogen) called Norway Pro
You cannot import base mesh dsf into WED, so you cannot remove them per say. Extremely annoying.

Without the package or then using just Orthophoto overlays (autogen provided from orthophoto) it will work with exclusions. Or X-Plane default.
This for me is a double edge sword. I want to have the updated OSM sceenery, but also want to remove that god forsaken annoying building

Anyway, here are some images showing it works.

2022-08-13_124143.jpg


Fyi.. The sadion is my 3D model but for some very strange reason, any exclude to that scenery will remove underlaying objects.
Very strange.

See the issue of the annoying autogen buildings here
2022-08-13_124200.jpg
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
31,549
Country
netherlands
Which version of MCX are you using? It should be able to export dds. It might be that the option to override existing textures in the material editor is set to false. You also need to manually save them, just running the flip option does not save the texture.
 
Messages
28
Country
norway
Bruker v 1.50 og har aktivert override exsiting funksjonen. Likevel ingen måte å lagre, trykker på knappen men nei
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
31,549
Country
netherlands
Version 1.5 does need the ImageTool tool from the FS sdk to write DDS files. Did you setup that path in the options?

The development release no longer uses ImageTool and can save the DDS files directly
 
Messages
28
Country
norway
I have pointed to ImageMagic convert.exe yes. Saving any other files than DDS works.

Anyway, I fixed all issues now regarding the scenery, so this ended up being a good test. Thanks guys for excellent additional help and suggestions.

2022-08-13_201925.jpg

2022-08-13_202018.jpg
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
31,549
Country
netherlands
MCX 1.5 uses ImageTool from the FS SDK, not ImageMagic. But glad to hear you got it working.
 
Messages
28
Country
norway
Have the SDK, but stored on a forgotten disk somewhere. Also, that program is discontinued
 
Top