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MSFS20 Projected Mesh - Faulty loading?

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unitedkingdom
Hello!

I had a look at the Projected Mesh feature for MSFS 2020 and so I made a polygon in 3DS Max. All the materials used in the model work just fine, but they all have a different position???
Have a look:

This is the model loaded in MCX for example
1601579751802.png


This is the same model in the sim:
1601580196872.png


The taxilines are somewhere they shouldn't be at - same for all the other polys.

Any ideas why this happens????

Regards,

Norvin.
 
Yep, I also had the problem. I solved it by linking the individual layers (3 pieces) to one another:

mfs_sdk_layout_link_layer.jpg
 
Hi,

thanks for letting me know!

I don't know if I've done it the right way, but I still have the same issue..:confused:

1601587212283.png


Regards,

Norvin.
 
I have the same issue.
Did the following:

1601598178634.png


it doesnt work.

Will only draw the Main Base and 1 Taxi line only.
 
Last edited:
Ok. Finally got it working in Blender.
It's all about Parent and Childs and how you put them.

Screenshot 2020-10-02 003210.jpg
Screenshot 2020-10-01 231513.jpg



Here's how i did it:

Layer
  • Main Base Asphalt - (Parent)
    • Taxi line 1 (Child)
      • Taxi Line 2 & Taxi Line 3 ( Second Child)

At this point. Draw Order doesn't matter. Since will only work against other Projected Meshes. (For example: 2 Projected Meshes in the same Sim Project, whoever has the highest priority will go above)
 
Im trying to get projected meshes working with blender but they dont seem to conform to the mesh inside the simulator instead they appear to clip like a regular flat plane.

Any idea how to export it properly using the blender plugin?
Thanks
 
It worked with a Submesh.
I converted the parent plane to an editable mesh and then attached the child plane.
I didn't use any Draw Order.
The problem is that you end having a complex object including two planes...
There must be a way to achieve this using separated planes or objects.

1601614132717.png


1601614100236.png
 

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Last edited:
So, if I understand correctly, there aref our different ways that you can solve the layout with offset:

1. Merge the layers with Attach
2. Link the layers to one another
3. Set the pivot to X=0, Z=0, Y=0 for each individual layer
4. Export and place all layers individually.
 
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So, if I understand correctly, there aref our different ways that you can solve the layout with offset:

1. Merge the layers with Attach
2. Link the layers to one another
3. Set the pivot to X=0, Z=0, Y=0 for each individual layer
4. Export and place all layers individually.

1. Merge the layers with Attach (It works with 3ds max)
2. Link the layers to one another (It doesn't work with 3ds max)
3. Set the pivot to X=0, Z=0, Y=0 for each individual layer (I havent' tried it)
4. Export and place all layers individually. (It would be a slow process with more steps)
 
So, if I understand correctly, there aref our different ways that you can solve the layout with offset:

1. Merge the layers with Attach
2. Link the layers to one another
3. Set the pivot to X=0, Z=0, Y=0 for each individual layer
4. Export and place all layers individually.

Blender

1) Merge Objects in Blender...(never used 3ds max) yes
2) This is called Set Parent to ( yes)
3) I haven't tried it
4) Yes,
 
Hi all!

I've tried all the methods above and I still experience an issue.

This is what it looks like in 3ds Max....
Screenshot (785).png


Here it is in the sim:

Screenshot (783).png


I noticed that the model above doesn't seem to be fully loaded, because when I move the model, the model loads up twice??

Screenshot (784).png


Any ideas why this happens??

Regards,
Norvin.
 
Tried that, but it still doesn't work....

ezgif.com-gif-maker (4).gif


Here's a quick video to show my problem a little better.
Perhaps someone had the same issue.

Norvin
 
Are you using blender?
At some point in the SDK or in a public announcement it said that the Babylon glTF Exporter is a slightly modified version for the MFS. This means that the glTF exporter used in 3ds Max has been specially modified for the MFS SDK. May I ask which version of the Babylon Exporter is used in Blender for the glTF export?

The version that 3ds max works with has the version number 1.5.0. Maybe this is important !?

3dsm_babylon_exporter.jpg
 
Hi all!

I've tried all the methods above and I still experience an issue.

This is what it looks like in 3ds Max....
View attachment 63067

Here it is in the sim:

View attachment 63068

I noticed that the model above doesn't seem to be fully loaded, because when I move the model, the model loads up twice??

View attachment 63069

Any ideas why this happens??

Regards,
Norvin.

It is enough to have the refpoint (Pivot) of each polygon at 0,0,0, then select both polygons and export the glts with its textures.
Use the Color and COMP texture slots for your materias or just the Color slot if you don't want to add PBR.
You don't have to move the the projected mesh on the editor.

1601860595295.png


This is my projected mesh file config:

Code:
<ProjectedMesh priority="1" drawOrder="MARKING_TEXT" surface="CEMENT" groundMerging="FALSE">
            <!--SceneryObject name: SPJC_GP-->
            <SceneryObject lat="-12.02000000000" lon="-77.11000000001" alt="0.00000000000000" pitch="0.000000" bank="0.000000" heading="180.000000" imageComplexity="VERY_SPARSE" altitudeIsAgl="TRUE" snapToGround="FALSE" snapToNormal="FALSE">
                <LibraryObject name="{00D48DD8-7C75-4CCB-B0FE-7EFFE5149CC4}" scale="1.000000"/>
            </SceneryObject>
        </ProjectedMesh>

Some times I have to compile the package manually when I'm using the scenery editor in order to get the latest changes on the gltf model:
"C:\MSFS SDK\Tools\bin\fspackagetool" GroundPolygonsProject.xml

Regards
Alfredo
 
Last edited:
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