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It's just the name that has changed![]()
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!
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.
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In the 3-D software there are polygons with a texture ...
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In MSFS, the polygons are converted into one (or are there several?) Image file.
As far as my level of knowledge![]()
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Hi Christian, I have tried projected meshes for MSFS but the textures are always off. Could it be a simple material setting?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.


Awesome, thank youHi 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.
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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![]()