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MSFS20 Projected Mesh - short explanation

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germany
Hi, I bet this is a fun question for most of you, but I always read about projected Mesh, but I did not find out what it actually is and what it's used for.
Could someone just explain it please?
 
Hi!

A projected mesh is what was previously called groundpolys in FSX / P3D. It is usually used to lay ground markings at an airport. In your 3-D software, there are textured polygons that lie flat on the ground. In MSFS, these textured polygons are then converted into a 2-D image file. A special feature of projected mesh is that it adapts to the terrain without any problems, which is particularly important for sloped runways.

3dsm_ground_polys.jpg

In the 3-D software there are polygons with a texture ...


msfs_projected_mesh.jpg

In MSFS, the polygons are converted into one (or are there several?) Image file.


As far as my level of knowledge :) :)
 
Projected mesh flattens a library object onto the ground. It overrides the default aerial imagery. It can be used much like the GroundPolys of FSX and P3D.
 
I was not familiar with SDK when I used FSX but the first description gave me an idea. Thank you very much. Currently I only needed to apply a sign on a sloped street. For that I used a custom material on an apron. So I could also have done it with a projected mesh then.
 
It's just the name that has changed 👍

True but it is a bit more than the name. The object type is changed to contain a library object which is projected as described above. Technically they are part of the aurport record which was no the case before and it's not at all clear to me why they did this
 
Hi!

A projected mesh is what was previously called groundpolys in FSX / P3D. It is usually used to lay ground markings at an airport. In your 3-D software, there are textured polygons that lie flat on the ground. In MSFS, these textured polygons are then converted into a 2-D image file. A special feature of projected mesh is that it adapts to the terrain without any problems, which is particularly important for sloped runways.

View attachment 72568
In the 3-D software there are polygons with a texture ...


View attachment 72569
In MSFS, the polygons are converted into one (or are there several?) Image file.


As far as my level of knowledge :) :)
thanks for the explanation, but I really wonder big time how you did paint those lines. I also see that developers like orbx, mkstudios etc extensively use projected meshes and trim sheet textures, but it eludes me how they paint their runways, aprons, lines, markings, etc from those single texture files like atlases or trim sheets, especially when curvature is involved. it's also remarkable that they never use material library textures.
 
Hi.

In my case, it's a combination of three techniques: aerial image projected mes layout, single projected mesh, and painted lines from MSFS24.

If you want the entire layout in a single GLTF file, you need an aerial image as a background map, which you load into your 3D software.
You can then draw the lines with the line tool, and the other ground markers can be created with polygons. That's how I did it at the very top, in the first image in this Thread.

Or, another method...

You measure the dimensions, for example, in Google Earth/Bing Maps, and create individual markers in your 3D software:

parking_stripes_projected_mesh_3dsm.jpg
parking_stripes_projected_mesh_3dsm_2.jpg

parking_stripes_projected_mesh_msfs24.jpg

Parking Lot Stripes
Another Example ...
This is a single GLTF file with only one signal in 3dsm; the texture is also visible:

single_sign_projected_mesh.jpg

As I said, I use a technique that combines three methods:
- Single Projected Mesh with Polygons
- Aerial Image based Projected Mesh with Lines
- Painted Lines in MSFS24

layout_msfs24.jpg
 
Thanks. My next query is actually how the curved taxiway lines can be rendered from a single "straight" texture file as I show a part of it below, when it's just a "modellib texture" file, hence definitely must be associated to a projected mesh, and not a "material lib" texture file meant to replace the default fs20/24 painted ground lines.
The same also applies to some of the custom runway, apron and taxiway asphalt and concrete textures used in the same manner as my abovementioned example, as well as the dirt and wear decals again as part of projected mesh textures still gnawing at my mind.

1774520260282.png
 
Unfortunately, I can't answer that, as I don't use my own material library. My objects are textured with custom textures.
The "MSFS24-Painted Lines" use Material from the MSFS24 Scenery Editor. I'm not familiar with the underlying technology.
 
Unfortunately, I can't answer that, as I don't use my own material library. My objects are textured with custom textures.
The "MSFS24-Painted Lines" use Material from the MSFS24 Scenery Editor. I'm not familiar with the underlying technology.
Hi Christian, I have tried projected meshes for MSFS but the textures are always off. Could it be a simple material setting?
 
Hi Severin.
As far as I remember, it was important that the object's reference point was at 0,0,0.
This was true regardless of whether it was a small or large projected mesh.


projected_mesh_reference_point_1.jpg



projected_mesh_reference_point_2.jpg


If you have multiple objects within a "large" projected mesh, then all objects must have their reference point at 0,0,0. Alternatively, you can link them to the main object.
I'm not entirely sure about the exact details, but I think that's the correct way :)
 
Hi Severin.
As far as I remember, it was important that the object's reference point was at 0,0,0.
This was true regardless of whether it was a small or large projected mesh.


View attachment 99484


View attachment 99485

If you have multiple objects within a "large" projected mesh, then all objects must have their reference point at 0,0,0. Alternatively, you can link them to the main object.
I'm not entirely sure about the exact details, but I think that's the correct way :)
Awesome, thank you
 
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