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    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.

Several Questions about Making Changes to Ground Markings Using Sketchup and MCX

Note that:

MCX Menu > Options > Texture Settings > Path

...by default already includes the path to [FSX install path]\Texture\GlobalEnvTest.dds


Curiously, I also observed that, somehow, MCX "still" fails to detect GlobalEnvTest.dds when loading:

[FSDT install path]\Addon Manager\Simobjects\Misc\FSDT_KDFW\model.KDFW_sett07_sf\KDFW_sett07_sf.mdl


I suggest that you manually copy:


[FSX install path]\Texture\GlobalEnvTest.dds

...to:

[FSDT install path]\Addon Manager\Fsdreamteam\KDFW\texture\ ...sub-folder


...before loading the above KDFW_sett07_sf.mdl object into MCX.

GaryGB

Instead of copying textures around, I would just ignore the warning. A missing texture only means the preview might be wrong, for the environment map that means the reflection might be shown wrong. But it will not affect exporting the model.
 
https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-835755

Hi Gary,

I've installed this plugin and I'm still getting the __auto- file names in my textures. Does this plugin supposed to prevent that and use the original texture name?

Ken.


Hi Ken:

Assuming you refer to Aerilius' ColladaWithTextureNames_v1.2b

https://sketchucation.com/forums/viewtopic.php?f=323&t=40397


...AFAIK, until Arno adds a Sketchup a *.SKP import / export feature in MCX, we need to repeatedly re-name Materials.


After further testing, I now recommend instead that you try the following procedure:


Modify some 'default' MCX Options to these settings:

MCX Menu > Options > Exporter Settings > XWriter:

DrawCallBatching = False


MCX Menu > Options > Object Model Settings > Optimize:

CollapseAttachedObjects = False

CollapseModelParts = False

CollapseNodes = False

MergeDuplicateChildren = False

RemoveEmptyNodes = False



Export the 3D model from MCX as a Wavefront OBJ ( *.obj ) file.


In Sketchup, import that sfondo_kdfw_sett07.OBJ file via a different plugin Ruby script:


TIG's Import OBJ with Materials v2.2



Open the sfondo_kdfw_sett07.OBJ.mtl file also output by MCX in NotePad or other text editor

Use that ASCII text info as a guide for re-naming Materials in Sketchup


Note: These procedures are based on objects in the demo / trial version of FSDT KDFW ...intended for use in FSX. :pushpin:

Dallas-Fort Worth for FSX and FS9

https://www.fsdreamteam.com/products_kdfw.html


I cannot predict what your results will be if you attempt output of native P3D MDLs for use as SimObjects via P3D SDK. :alert:


You may also wish to consider whether FSDT would regard it as OK to 'port' FSDT KDFW edits to P3D ...rather than FSX:

http://www.fsdreamteam.com/forum/index.php?action=printpage;topic=17183.0



The *.OBJ 3D file format imported to Sketchup will result in (4) Faces mapped with texture Materials super-imposed over the FSDT C32 ground markings (which must be put on layers to temporarily disable display to do edits.)


Adjust your work-flow in Sketchup with a number of "Put On Layer" steps, according to the number of texture Materials super-imposed over FSDT C32 ground markings after import of the fondo_kdfw_sett07.OBJ output by MCX.


In Sketchup, after finished with all desired edits, re-enable all layers to display the texture Materials super-imposed over FSDT C32 ground markings (...now edited to ex: C39)


Export that 3D model via yet another plugin Ruby script:


TIG's OBJ Exporter v3.0


[EDITED]

Re-import that *.OBJ 3D file into MCX by following this sequential work-flow, initially using TIG's Import OBJ with Materials v2.2 via:

1.) Sketchup Menu > Extensions > OBJ Importer > Import OBJ [with Textures ]

a.) (...Sketchup Dialog Opens) > OBJ Importer Units: Meters > [OK]

b.) (...'Processing [?????] of [?????] Lines' appears on status bar at bottom of work-space)

c.) (...Sketchup Dialog Opens) Flip OBJ YX Axes ? > click: [No] button

d.) Move / Position imported 3D Model at (0,0,0) coordinate Origin of Axes on ground plane

NOTE: You should now see this:

fsdt-kdfw-c32-ground-markings-mcx_obj_export_sketchup_import_via_tig_obj_import_with_textures-jpg.54807



2.) Perform desired edits as described above, and save to a temporary 'work' *.SKP file


3.) Export the edited temporary 'work' *.SKP file from Sketchup using TIG's OBJ Exporter

a.) Sketchup Menu > File > OBJexporter

b.) (Sketchup Dialog Opens) > OBJexporter: Convert ALL Texture Files to PNG ? > click: [No] button

c.) (...OBJexporter progress appears on status bar at bottom of work-space)

[END_EDIT]


Open sfondo_kdfw_sett07.OBJ.mtl file also output via Sketchup by TIG's OBJ Exporter in NotePad / other text editor

Use that ASCII text info as a guide for re-naming Materials in MCX


In MCX, restore the Material Templates to the imported 3D model


In MCX, verify all mapped texture Material names match the original texture Material names of FSDT sfondo_kdfw_sett07.MDL when those MCX Material Templates were created.


In MCX, if your payware version of sfondo_kdfw_sett07.MDL has ModelParts with animations, restore them as well.


Perhaps Tom might know how to help you restore any original animations to sfondo_kdfw_sett07.MDL ? ;)


Hope this helps with your learning process. :)


GaryGB
 

Attachments

  • FSDT KDFW C32 ground markings MCX_OBJ_Export_Sketchup_Import_via_TIG_OBJ_Import_with_Textures.jpg
    FSDT KDFW C32 ground markings MCX_OBJ_Export_Sketchup_Import_via_TIG_OBJ_Import_with_Textures.jpg
    198.5 KB · Views: 782
Last edited:
https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-835961

Note that:

MCX Menu > Options > Texture Settings > Path

...by default already includes the path to [FSX install path]\Texture\GlobalEnvTest.dds


Curiously, I also observed that, somehow, MCX "still" fails to detect GlobalEnvTest.dds when loading:

[FSDT install path]\Addon Manager\Simobjects\Misc\FSDT_KDFW\model.KDFW_sett07_sf\KDFW_sett07_sf.mdl


I suggest that you manually copy:


[FSX install path]\Texture\GlobalEnvTest.dds

...to:

[FSDT install path]\Addon Manager\Fsdreamteam\KDFW\texture\ ...sub-folder


...before loading the above KDFW_sett07_sf.mdl object into MCX.

GaryGB

https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-835962

Instead of copying textures around, I would just ignore the warning. A missing texture only means the preview might be wrong, for the environment map that means the reflection might be shown wrong. But it will not affect exporting the model.


Hi Arno:

So IIUC, MCX actually does internally find:

[FSX install path]\Texture\GlobalEnvTest.dds

...and is reporting the failure to load GlobalEnvTest.dds incorrectly in the Error log ? :scratchch



And, IIUC, MCX actually does internally find:

[FSX install path]\Texture\GlobalEnvTest.dds


...and still includes it as a mapped texture Material in the exported 3D model ?




Or does MCX 3D preview purposely not load / use GlobalEnvTest.dds when rendering a 3D model MCX via OpenGL ?


Thanks in advance for further clarification of what takes place in MCX preview with / without GlobalEnvTest.dds. :)

GaryGB
 
Last edited:
Gary,

With the default texture search path, which includes the global texture folder of FSX, MCX should just find the texture. I think what might happen is that if you only have P3D installed and not FSX that MCX might not search the default texture folder. I need to check that.

The fact if the preview can find a texture has nothing to do with exporting a model. MCX will always export all textures and their mappings. Even if it can't find that file to render in the preview.

The preview tries to load all textures the model has. In the OpenGL shader I made the environment map is used, in an attempt to mimic how FS renders the object.
 
With the default texture search path, which includes the global texture folder of FSX, MCX should just find the texture. I think what might happen is that if you only have P3D installed and not FSX that MCX might not search the default texture folder. I need to check that.

I checked the code, but it will look in any FS installation (FSX or P3D). The [FSPATH] part in the texture search path is replaced by the path to your FS installation based on the preferred FS version you have set in the options. If for that version no path is set in the objects, the default texture folder would not be found.
 
Thanks for that clarification, Arno. :)


FYI:

* I do have both FSX and P3D installed (...along with their respective SDKs).


On that same computer system, in MCX:

* MCX Menu > Options > FS Related Settings > PreferredFSVersion = FSX


I had to perform the above described manual copying of:

[FSX install path]\Texture\GlobalEnvTest.dds


...into:

[FSDT install path]\Addon Manager\Fsdreamteam\KDFW\texture\ ...sub-folder


...to get the MCX GlobalEnvTest.dds texture load error to stop.


PS: If KDFW_sett07_sf.mdl is imported to MCX, Material Editor does not list GlobalEnvTest.dds as a mapped texture.


Hope this helps with your review of how things are working with this texture path entry in MCX. :)

GaryGB
 
Last edited:
So with your settings MCX would replace [FSPATH] in the texture search path with the path to your FSX installation.

It might be worth to check if your texture search path includes [FSPATH} and not the older [FS2004PATH] or [FSXPATH]. If you are using the same settings for a long time already that might be the case. But with a recent installation in a clean folder you should have the correct default settings.
 
Hi again Arno:

I hope this attached image may also prove helpful; this is a new MCX install of January 1st, 2020 development version. ;)

garygb_mcx_texture_search_path_editor_settings-jpg.54513


UPDATE:

If I remove:

[FSX install path]\Texture\GlobalEnvTest.dds

...from:

[FSDT install path]\Addon Manager\Fsdreamteam\KDFW\texture\ ...sub-folder


...and re-import to MCX:

[FSDT install path]\Addon Manager\Simobjects\Misc\FSDT_KDFW\model.KDFW_sett07_sf\KDFW_sett07_sf.mdl


...now there is no longer a GlobalEnvTest.dds texture load error. o_O


Does a new MCX install delay the search path update until a 'new' entry is added / OK'd in the Search Path Editor ? :scratchch

GaryGB
 

Attachments

  • GaryGB_MCX_Texture_Search_Path_Editor_Settings.jpg
    GaryGB_MCX_Texture_Search_Path_Editor_Settings.jpg
    50.7 KB · Views: 558
Last edited:
Hi Ken:

Assuming you refer to Aerilius' ColladaWithTextureNames_v1.2b

https://sketchucation.com/forums/viewtopic.php?f=323&t=40397


...AFAIK, until Arno adds a Sketchup a *.SKP import / export feature in MCX, we need to repeatedly re-name Materials.


After further testing, I now recommend instead that you try the following procedure:


Modify some 'default' MCX Options to these settings:

MCX Menu > Options > Exporter Settings > XWriter:

DrawCallBatching = False


MCX Menu > Options > Object Model Settings > Optimize:

CollapseAttachedObjects = False

CollapseModelParts = False

CollapseNodes = False

MergeDuplicateChildren = False

RemoveEmptyNodes = False



Export the 3D model from MCX as a Wavefront OBJ ( *.obj ) file.


In Sketchup, import that sfondo_kdfw_sett07.OBJ file via a different plugin Ruby script:


TIG's Import OBJ with Materials v2.2



Open the sfondo_kdfw_sett07.OBJ.mtl file also output by MCX in NotePad or other text editor

Use that ASCII text info as a guide for re-naming Materials in Sketchup


Note: These procedures are based on objects in the demo / trial version of FSDT KDFW ...intended for use in FSX. :pushpin:

Dallas-Fort Worth for FSX and FS9

https://www.fsdreamteam.com/products_kdfw.html


I cannot predict what your results will be if you attempt output of native P3D MDLs for use as SimObjects via P3D SDK. :alert:


You may also wish to consider whether FSDT would regard it as OK to 'port' FSDT KDFW edits to P3D ...rather than FSX:

http://www.fsdreamteam.com/forum/index.php?action=printpage;topic=17183.0



The *.OBJ 3D file format imported to Sketchup will result in (4) Faces mapped with texture Materials super-imposed over the FSDT C32 ground markings (which must be put on layers to temporarily disable display to do edits.)


Adjust your work-flow in Sketchup with a number of "Put On Layer" steps, according to the number of texture Materials super-imposed over FSDT C32 ground markings after import of the fondo_kdfw_sett07.OBJ output by MCX.


In Sketchup, after finished with all desired edits, re-enable all layers to display the texture Materials super-imposed over FSDT C32 ground markings (...now edited to ex: C39)


Export that 3D model via yet another plugin Ruby script:


TIG's OBJ Exporter v3.0


[EDITED]

Re-import that *.OBJ 3D file into MCX using TIG's Import OBJ with Materials v2.2 via:

1.) Sketchup Menu > Extensions > OBJ Importer > Import OBJ [with Textures ]

a.) (...Sketchup Dialog Opens) > OBJ Importer Units: Meters > [OK]

b.) (...'Processing [?????] of [?????] Lines' appears on status bar at bottom of work-space)

c.) (...Sketchup Dialog Opens) Flip OBJ YX Axes ? > click: [No] button

d.) Move / Position imported 3D Model at (0,0,0) coordinate Origin of Axes on ground plane

NOTE: You should now see this:

fsdt-kdfw-c32-ground-markings-mcx_obj_export_sketchup_import_via_tig_obj_import_with_textures-jpg.54807



2.) Perform desired edits as described above, and save to a temporary 'work' *.SKP file


3.) Export the edited temporary 'work' *.SKP file from Sketchup using TIG's OBJ Exporter

a.) Sketchup Menu > File > OBJexporter

b.) (Sketchup Dialog Opens) > OBJexporter: Convert ALL Texture Files to PNG ? > click: [No] button

c.) (...OBJexporter progress appears on status bar at bottom of work-space)

[END_EDIT]


Open sfondo_kdfw_sett07.OBJ.mtl file also output via Sketchup by TIG's OBJ Exporter in NotePad / other text editor

Use that ASCII text info as a guide for re-naming Materials in MCX


In MCX, restore the Material Templates to the imported 3D model


In MCX, verify all mapped texture Material names match the original texture Material names of FSDT sfondo_kdfw_sett07.MDL when those MCX Material Templates were created.


In MCX, if your payware version of sfondo_kdfw_sett07.MDL has ModelParts with animations, restore them as well.


Perhaps Tom might know how to help you restore any original animations to sfondo_kdfw_sett07.MDL ? ;)


Hope this helps with your learning process. :)


GaryGB


Hi Gary,

Well, this is my result:

KDFW Map.jpg



The map is way too small. Why is that? I did this earlier today before I read your edit. When the object imported units came up, I selected feet, but I noticed you said meters. Is that the reason?

Ken.
 
Hi Ken:

Assuming you refer to Aerilius' ColladaWithTextureNames_v1.2b

https://sketchucation.com/forums/viewtopic.php?f=323&t=40397


...AFAIK, until Arno adds a Sketchup a *.SKP import / export feature in MCX, we need to repeatedly re-name Materials.


After further testing, I now recommend instead that you try the following procedure:


Modify some 'default' MCX Options to these settings:

MCX Menu > Options > Exporter Settings > XWriter:

DrawCallBatching = False


MCX Menu > Options > Object Model Settings > Optimize:

CollapseAttachedObjects = False

CollapseModelParts = False

CollapseNodes = False

MergeDuplicateChildren = False

RemoveEmptyNodes = False



Export the 3D model from MCX as a Wavefront OBJ ( *.obj ) file.


In Sketchup, import that sfondo_kdfw_sett07.OBJ file via a different plugin Ruby script:


TIG's Import OBJ with Materials v2.2



Open the sfondo_kdfw_sett07.OBJ.mtl file also output by MCX in NotePad or other text editor

Use that ASCII text info as a guide for re-naming Materials in Sketchup


Note: These procedures are based on objects in the demo / trial version of FSDT KDFW ...intended for use in FSX. :pushpin:

Dallas-Fort Worth for FSX and FS9

https://www.fsdreamteam.com/products_kdfw.html


I cannot predict what your results will be if you attempt output of native P3D MDLs for use as SimObjects via P3D SDK. :alert:


You may also wish to consider whether FSDT would regard it as OK to 'port' FSDT KDFW edits to P3D ...rather than FSX:

http://www.fsdreamteam.com/forum/index.php?action=printpage;topic=17183.0



The *.OBJ 3D file format imported to Sketchup will result in (4) Faces mapped with texture Materials super-imposed over the FSDT C32 ground markings (which must be put on layers to temporarily disable display to do edits.)


Adjust your work-flow in Sketchup with a number of "Put On Layer" steps, according to the number of texture Materials super-imposed over FSDT C32 ground markings after import of the fondo_kdfw_sett07.OBJ output by MCX.


In Sketchup, after finished with all desired edits, re-enable all layers to display the texture Materials super-imposed over FSDT C32 ground markings (...now edited to ex: C39)


Export that 3D model via yet another plugin Ruby script:


TIG's OBJ Exporter v3.0


[EDITED]

Re-import that *.OBJ 3D file into MCX using TIG's Import OBJ with Materials v2.2 via:

1.) Sketchup Menu > Extensions > OBJ Importer > Import OBJ [with Textures ]

a.) (...Sketchup Dialog Opens) > OBJ Importer Units: Meters > [OK]

b.) (...'Processing [?????] of [?????] Lines' appears on status bar at bottom of work-space)

c.) (...Sketchup Dialog Opens) Flip OBJ YX Axes ? > click: [No] button

d.) Move / Position imported 3D Model at (0,0,0) coordinate Origin of Axes on ground plane

NOTE: You should now see this:

fsdt-kdfw-c32-ground-markings-mcx_obj_export_sketchup_import_via_tig_obj_import_with_textures-jpg.54807



2.) Perform desired edits as described above, and save to a temporary 'work' *.SKP file


3.) Export the edited temporary 'work' *.SKP file from Sketchup using TIG's OBJ Exporter

a.) Sketchup Menu > File > OBJexporter

b.) (Sketchup Dialog Opens) > OBJexporter: Convert ALL Texture Files to PNG ? > click: [No] button

c.) (...OBJexporter progress appears on status bar at bottom of work-space)

[END_EDIT]


Open sfondo_kdfw_sett07.OBJ.mtl file also output via Sketchup by TIG's OBJ Exporter in NotePad / other text editor

Use that ASCII text info as a guide for re-naming Materials in MCX


In MCX, restore the Material Templates to the imported 3D model


In MCX, verify all mapped texture Material names match the original texture Material names of FSDT sfondo_kdfw_sett07.MDL when those MCX Material Templates were created.


In MCX, if your payware version of sfondo_kdfw_sett07.MDL has ModelParts with animations, restore them as well.


Perhaps Tom might know how to help you restore any original animations to sfondo_kdfw_sett07.MDL ? ;)


Hope this helps with your learning process. :)


GaryGB



Hi Gary,

I followed all the directions above and now when I import my model from Sketchup into MCX, I get this Error Handler message saying that the input string was not in the correct format:


MCX Error Handler Message.jpg


I made all the settings in MCX Options, and still did the same thing. When I exported the model from MCX, I also exported the textures as tiff files. I assume I was supposed to export textures along with the object. I was going to send an error report but it won't allow me to do that. I put in my e-mail and the Send Report button remains unabled. By the way, there are 2 wavefront objects in MCX, one being the old one. I did not use the old one. It seems like every time I turn around, I'm getting this error handler messages. Why am I getting this error message?

Ken.
 
Well, I've completed all the edits and material edits looks fairly good from the top view. But when on the ground, you can noticed the difference between my work and the original model, particularly the grassy area, but it also extends onto the tarmac. Here are some photos:


Top View

KDFW.jpg




Spot View

KDFW_spot.jpg



You can see the outline where it meets the edge. Everything to the left of the aircraft is the original model. Everything to the right is my work. It looks like the grass and everything has been stretched, and you can also see it on the tarmac. I don't know what in the world is causing this and I haven't stretched it. Everything looks great other than this. The only thing I can think of now is I did not restore the layers correctly in Sketchup. By the way, I just kept the original material names, such as material 0, material 1, material 2, and so forth, all the way to material 28, rather than overwriting the original textures. Could this be the problem? If I create a template for all 28 materials, I will have to rename the kdfw_23s, kdfw_24s, kdfw_32s, and kdfw_33s with different file names. For example, kdfw_32 has 5 material with the same name kdfw_32. In order to do that I'll have to name them kdfw_321, kdfw_322, kdfw_323, kdfw_324, and kdfw_325. If I don't do that, it will create only 1 kdfw_32, because they all have the same name. I forgot to do that and when I went back to apply the templates, the other 3 or 4 were gone. To avoid that, they'll have to be number 321 and so forth. In order to apply the correct material settings, I just opened another MCX loaded with the original model and used it as a reference to apply the correct settings to mine. So, everything has been set, and I also had to include the bump, detail, immisive, and speculars where needed. If anyone knows, please tell me what's causing this.

Ken.
 
You may wish to try a *.3DS export with *.PSD or *.TGA texture image Materials instead of *.TIF ...using these MCX configuration settings: :pushpin:

https://www.fsdeveloper.com/forum/threads/several-questions-about-making-changes-to-ground-markings-using-sketchup-and-mcx.446617/post-835965


Hi Gary,

I've just read this post regarding using the OBJ Wavefront you linked above and I didn't know you had posted this. Sometimes for some reason, I'm not receiving the e-mail so I missed out on it. I just happened to come across it when you posted the link above, and this looks like this is exactly what I've been looking for. Sketchup by default, doesn't come with the obj extension and every time I've search for one, it was a payware. But I have the one you posted installed in Sketchup now. I'll let you know how everything turns out.

But before I get started, I have just a few questions:

1. When I installed both the import and export plugins, I've noticed that under plugin in Sketchup, there's only an import for the obj. But I don't see an export. If I use the import from the file menu, it will not list the obj extension so I figure I'm supposed to use the one under plugin. But regarding the export plugin, should that appear in the plugin menu or do I just use the export from the file menu?

2. When the model is loading in Sketchup, it has all those triangles that get in the way, for example when I want to hide layers using the layers manager. I can only select half of the face, or one triangle, and the same applies to when I edit the textured ground markings. Will it be okay to temporarily remove those lines so that it will be a complete face or will that complicate things? I'm sure it's okay to remove the lines temporarily when editing the numbers, but I'm not sure about the doing that for the layers. I just need to make sure I draw the line back in when I'm done, as I go along.

3. I know you posted about how to use that layer manager but you never say how I should go about restoring those layers, before I export it. I've noticed sometimes that the quarter quadrant I'm working in doesn't look quite right after I try to restore the layers, and I don't think I'm doing it right. I've noticed when I place my curser over the quadrants, the other 3 quadrants say layer 0 but the area where I've worked says layer 1. What I've been doing is just replacing the check marks, but I think there may be more to it than that, and I wanted to be sure I'm doing it right. I'm trying to find a link on Sketchup that should explain how to hide and restore the layers using the layers manager.

Ken.
 
https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-836684

Hi Gary,

Well, this is my result:

(image not included in quote}

The map is way too small. Why is that? I did this earlier today before I read your edit. When the object imported units came up, I selected feet, but I noticed you said meters. Is that the reason?

Ken.


Hi Ken:

[FSDT install path]\Addon Manager\Simobjects\Misc\FSDT_KDFW\model.KDFW_sett07_sf\KDFW_sett07_sf.mdl

...was likely 3D modeled using Meters as the default units; try that setting rather than Feet.


GaryGB
 
https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-836712

Hi Gary,

I followed all the directions above and now when I import my model from Sketchup into MCX, I get this Error Handler message saying that the input string was not in the correct format:

(image not included in quote}

I made all the settings in MCX Options, and still did the same thing. When I exported the model from MCX, I also exported the textures as tiff files. I assume I was supposed to export textures along with the object. I was going to send an error report but it won't allow me to do that. I put in my e-mail and the Send Report button remains unabled. By the way, there are 2 wavefront objects in MCX, one being the old one. I did not use the old one. It seems like every time I turn around, I'm getting this error handler messages. Why am I getting this error message?

Ken.

AFAIK, that is a question for Arno to answer; I do not recall ever encountering that particular error.


IMHO, you should always be using the latest development release of MCX ...downloaded from here:

https://www.fsdeveloper.com/forum/resources/modelconverterx.92/


GaryGB
 
https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-836728

Well, I've completed all the edits and material edits looks fairly good from the top view. But when on the ground, you can noticed the difference between my work and the original model, particularly the grassy area, but it also extends onto the tarmac. Here are some photos:


Top View

(image not included in quote}


Spot View

(image not included in quote}


You can see the outline where it meets the edge. Everything to the left of the aircraft is the original model. Everything to the right is my work. It looks like the grass and everything has been stretched, and you can also see it on the tarmac. I don't know what in the world is causing this and I haven't stretched it. Everything looks great other than this. The only thing I can think of now is I did not restore the layers correctly in Sketchup.

By the way, I just kept the original material names, such as material 0, material 1, material 2, and so forth, all the way to material 28, rather than overwriting the original textures.

Could this be the problem?


Please review the work-flow here:

https://www.fsdeveloper.com/forum/t...rt-an-object-into-sketchup.446569/post-834872



https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-836728

If I create a template for all 28 materials, I will have to rename the kdfw_23s, kdfw_24s, kdfw_32s, and kdfw_33s with different file names. For example, kdfw_32 has 5 material with the same name kdfw_32. In order to do that I'll have to name them kdfw_321, kdfw_322, kdfw_323, kdfw_324, and kdfw_325. If I don't do that, it will create only 1 kdfw_32, because they all have the same name. I forgot to do that and when I went back to apply the templates, the other 3 or 4 were gone. To avoid that, they'll have to be number 321 and so forth. In order to apply the correct material settings, I just opened another MCX loaded with the original model and used it as a reference to apply the correct settings to mine. So, everything has been set, and I also had to include the bump, detail, emissive, and speculars where needed.

If anyone knows, please tell me what's causing this.

Ken.


IMHO, Arno may know the best way to create and restore Material templates while retaining all unique mapped texture image Materials.

GaryGB
 
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https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-836729

Hi Gary,

I've just read this post regarding using the OBJ Wavefront you linked above and I didn't know you had posted this. Sometimes for some reason, I'm not receiving the e-mail so I missed out on it. I just happened to come across it when you posted the link above, and this looks like this is exactly what I've been looking for. Sketchup by default, doesn't come with the obj extension and every time I've search for one, it was a payware. But I have the one you posted installed in Sketchup now. I'll let you know how everything turns out.

But before I get started, I have just a few questions:

1. When I installed both the import and export plugins, I've noticed that under plugin in Sketchup, there's only an import for the obj. But I don't see an export. If I use the import from the file menu, it will not list the obj extension so I figure I'm supposed to use the one under plugin. But regarding the export plugin, should that appear in the plugin menu or do I just use the export from the file menu?


Please see my recent edits to this original post here:

https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-835965



https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-836729

2. When the model is loading in Sketchup, it has all those triangles that get in the way, for example when I want to hide layers using the layers manager. I can only select half of the face, or one triangle, and the same applies to when I edit the textured ground markings.

Will it be okay to temporarily remove those lines so that it will be a complete face or will that complicate things?


I'm sure it's okay to remove the lines temporarily when editing the numbers, but I'm not sure about the doing that for the layers.

I just need to make sure I draw the line back in when I'm done, as I go along.


Yes, it is OK to remove the diagonal Edge lines across the (actually... '2-triangle') quad Faces of the ground markings in order to do edits

No, you should not restore those 'visible' diagonal Edge lines across the (2-triangle) quad Faces of the ground markings after edits



https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-836729

3. I know you posted about how to use that layer manager but you never say how I should go about restoring those layers, before I export it. I've noticed sometimes that the quarter quadrant I'm working in doesn't look quite right after I try to restore the layers, and I don't think I'm doing it right. I've noticed when I place my cursor over the quadrants, the other 3 quadrants say layer 0 but the area where I've worked says layer 1. What I've been doing is just replacing the check marks, but I think there may be more to it than that, and I wanted to be sure I'm doing it right. I'm trying to find a link on Sketchup that should explain how to hide and restore the layers using the layers manager.

Ken.


Just re-check all the Layer check-boxes before final export of the edited 3D model from Sketchup.


Again, please review the work-flow here: :pushpin:

https://www.fsdeveloper.com/forum/t...rt-an-object-into-sketchup.446569/post-834872


GaryGB
 
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Hi Ken:

[FSDT install path]\Addon Manager\Simobjects\Misc\FSDT_KDFW\model.KDFW_sett07_sf\KDFW_sett07_sf.mdl

...was likely 3D modeled using Meters as the default units; try that setting rather than Feet.


GaryGB


Hi Gary,

Just to let everyone know, using the units in feet was the reason for the small map. I chose the meter's unit this last time, but still has problems with texture details. See post #51 above.

Ken.
 
Hi,

Just want to be sure I'm not using the wrong mdl file when I export the final mdl from MCX. There are several of them to select from. There's FSX Obj X file, FS2004 mdl, FSX mdl Obj, and the P3Ds mdl. I've been selecting the P3Dv4.4 mdl. I assume I'm supposed to use the one for the sim I want to export to.

Another thing I want to mention is that I've noticed that every time I re-import the mdl back to MCX, a couple of the settings have changed from what they were. I don't remember which ones but if this could be a factor for the grass and tarmac texture issue I'm having, I can find out and post it

Ken.
 
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https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-836779

Hi Gary,

Just to let everyone know, using the units in feet was the reason for the small map. I chose the meter's unit this last time, but still has problems with texture details. See post #51 above.

Ken.

https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-836784

Hi,

Just want to be sure I'm not using the wrong mdl file when I export the final mdl from MCX. There are several of them to select from. There's FSX Obj X file, FS2004 mdl, FSX mdl Obj, and the P3Ds mdl. I've been selecting the P3Dv4.4 mdl. I assume I'm supposed to use the one for the sim I want to export to.

Another thing I want to mention is that I've noticed that every time I re-import the mdl back to MCX, a couple of the settings have changed from what they were. I don't remember which ones but if this could be a factor for the grass and tarmac texture issue I'm having, I can find out and post it

Ken.


Hi Ken:

Please tell us what specific mapped texture image Materials show a change in their Material Properties ("Settings" as described above by Arno) after import to- / editing in- / export from- Sketchup ...compared to what was present within the MCX Material Template made from the original FSDT 3d model when it was first imported into MCX:

[FSDT install path]\Addon Manager\Simobjects\Misc\FSDT_KDFW\model.KDFW_sett07_sf\KDFW_sett07_sf.mdl


Also, please tell us what specific change occurred (attribute parameters and values) in those Material Properties.


Perhaps this info may help troubleshoot the texture image Material rendering anomalies you are seeing ...as cited in: :scratchch

https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-836728

...and in:

https://www.fsdeveloper.com/forum/t...ngs-using-sketchup-and-mcx.446617/post-835701



PS: Please check the FSDT product web page for KDFW; it appears to have P3D updates available via a new updater:

http://www.fsdreamteam.com/products_kdfw.html


"Product Cost

The product cost is 29.00 USD (plus your local VAT rate, if you live in the EU). You can choose to be billed in USD or your national currency, during the buying procedure. In this case, prices might change depending on the current USD value. Billing in USD is always available for everyone. The price include license to use both the FS9, FSX and the Prepar3D version."


"Standalone Addon Manager

The Stand-Alone Addon Manager is no longer required. Just run the FSDT Live Update from the Desktop, to keep all your FSDT products constantly updated."


GaryGB
 
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Hi Ken:

Please tell us what specific mapped texture image Materials show a change in their Material Properties ("Settings" as described above by Arno) after import to- / editing in- / export from- Sketchup ...compared to what was present within the MCX Material Template made from the original FSDT 3d model when it was first imported into MCX:

I'm not sure what you're referring to by Arno, but I'm thinking you're referring to what I've said how I noticed some changes in the material settings when I re-import the mdl.

First of all, let me say that when I first export the mdl along with the textures to P3D, all of the material settings matched the original. But when I re-import the mdl back to MCX because something didn't look right, such as the grass texture, I would see 1 or 2 changes in the material settings. Here's an image below:


KDFW Materials 1.jpg


You'll noticed that I have 2 MCXs running. The one on the left is from the original KDFW mdl. The one on the right is my work. At the top of the Material Editor under "Other Texture Info," noticed that the settings for Bump Scale and Detail Scale has changed from 0, which is the correct setting, to 1. I had them set to 0. When I edited mine to match the original, I placed them side by side. In the image below are more settings that had changed:


KDFW Materials 2.jpg


Under Special Functionality, look at the settings for Reflection Scale and Specular Map Power Scale. The original settings is 0. On mine, it's 100 for the Reflection Scale and 64 or the Specular Map Power Scale. But I had these at 0 when I first exported the mdl. When I re-import the same mdl, this is what I've noticed. This is probably no big deal but it's something that I've noticed and if it should do that. Here's another image where a setting has change:


KDFW Materials 4.jpg


Under Other Texture Info, noticed the difference between bump scale for the original and mines. This occurs rather the template is used or not.


Another thing I need to discuss are the Textures section in the Material Editor, and this is when this texture issue arises. See the image below:

KDFW Materials 3.jpg



When I export from Sketchup and import into MCX, the information for the bump, detail, emissive, and specular textures do no appear in the list. They are blanked. The only one that's listed here is the diffused texture. When those other textures are left blanked, this will cause a bright glow, or shine in the Top View in the sim, due to the color specular being set to 255, which is the correct setting. You can set it to 0 but you will still have a slight glow around the map that was edited, as I've posted above. Since these textures are listed in the original, they need to be entered in my model also. So here's what I've done, and this could be the reason for my texture issue, not because I entered them, but because I entered them using the wrong names in comparison to the diffused texture. The thing I want you to notice is that when I entered the bump, details, emissive, and specular into my list, I entered the original names for each one, for example kdfw_tarmac_bump.dds for the bump texture. But I if doing that would cause the texture issue and if I should name it to something like __material_tarmac_bump.dds. But I would need to remember that I would have 2 of these in the Texture folder, and I guess I would also have to create textures for those using the original textures. So, this is one item I need to be sure I'm doing right. I'll try it out and see what happens.

Before I go farther, noticed that in my Material List, the names are listed as __material_0, __material_1, and so forth. I did it this way because I knew I would lose some of my materials if I changed them, for example, to kdfw_32, and there are 5 of them using the same map. That's what happened when I created a template and named 5 of them kdfw_32. The next time I opened MCX, the other 4 were gone. It took the other 4, with the exact same name, and combines them into one. This means each one has to have a slightly different name to retain them. So, this is why you see __material_# in my Material Editor. But I was concerned if this is the correct way to do it. So I got to thinking that the only thing that could happen is that I would have 2 dds textures that have the same map and texture, but have different names. Could that cause an issue?

Ken.
 
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