Hi, Arno,
I was told that you could probably answer some of my questions regarding using the MCX Correctly when Making changes to ground textures, or ground markings. What I mean by ground markings is the gate locations that is painted on the ramp, for example, C32. I've been working on this project for some time now and every time I get one thing solved, I have another, most likely because I'm not doing things right and don't have a full understanding of how it should be done, starting from the beginning all the way to the end. As far as I know, I should be able to succeed with this project using Sketchup and MCX. I have learned quite a bit. I know there are videos out there that go into some of these things, and I have viewed them, but they do not go into the things I'm trying to do here.
The project I'm working on is the FSDT KDFW and I'm trying to make corrects to the ground markings that were never correct from the beginning. From what I understand now, the entire airport ground uses an .mdl file with textures mapped over them. At first, I did not understand how those textures were mapped over the model, and how they assign a certain letter or number to a specific location, and how they get it to attach to the model using a texture file with letters and numbers on it. I won't go into that part of it so let me just start from the beginning using MCX and Sketchup.
First, I imported the original model into MCX. Using the Material Editor, I export it as a tiff file to a folder. Then I export the model as a collada, or dae file to the same folder. I then launch Sketchup and import that model, along with the textures. After hiding a few layers so that I could see the letters and numbers, I make the changes to the correct gate number for that location. Then I un-hide the layers and export the changes.
1. Now, here's what I'm unsure of when I import into MCX. When I import the mdl as a collada file, the model is now transparent, or blue, as I can see right through it. Why is it transparent and doesn't look like the original, even though the textures were also imported?
Is it supposed to be transparent or do I need to make it opaque using the Material editor before compiling it? I've done it bother ways, and the problem I run into is that the ground markings are no longer visible when I set the model to opaque in the Material Editor. If I leave it transparent, the ground markings are present. Now let me say that even though the ground is transparent in MCX, it is not transparent in the sim. The entire airport ground is opaque and renders. However, should my model be opaque and show just like the original?
2. I figured I need to go into the Material Properties and set all of the values for each texture to match that of the original. But the thing I've noticed is that, for example, some of the values are set to 255, 255, 255 for the specular color in the original model, but when I set it to the same, I get a very bright hot spot, which I kind of figured would happen. So, I set the values back to what they were. It could be something else I might not have done correctly. So, my question is, should my values match those in the original?
3. When I zoom out in the sim, the area where I've been working is brighter than the rest of the airport. What is causing this?:
As you can see, you can see the outline of the model.
4. I don't know if this plays a part in any of the issue but I am getting error warnings when I export the model in MCX:
8:04 PM XtoMDL Warning warning: Degenerate poly detected in file (C:\Users\Kenneth\Desktop\Temp\tmpCA1A.x) mesh (Part14)
8:04 PM XtoMDL Warning warning : Face vertex 0 x=527.7874 y=295.6311 z=0.02501
8:04 PM XtoMDL Warning warning : Face vertex 1 x=527.8687 y=277.0406 z=0.02501
8:04 PM XtoMDL Warning warning : Face vertex 2 x=527.7061 y=314.2216 z=0.02501
This tells me that I did something wrong.
Ken.
I was told that you could probably answer some of my questions regarding using the MCX Correctly when Making changes to ground textures, or ground markings. What I mean by ground markings is the gate locations that is painted on the ramp, for example, C32. I've been working on this project for some time now and every time I get one thing solved, I have another, most likely because I'm not doing things right and don't have a full understanding of how it should be done, starting from the beginning all the way to the end. As far as I know, I should be able to succeed with this project using Sketchup and MCX. I have learned quite a bit. I know there are videos out there that go into some of these things, and I have viewed them, but they do not go into the things I'm trying to do here.
The project I'm working on is the FSDT KDFW and I'm trying to make corrects to the ground markings that were never correct from the beginning. From what I understand now, the entire airport ground uses an .mdl file with textures mapped over them. At first, I did not understand how those textures were mapped over the model, and how they assign a certain letter or number to a specific location, and how they get it to attach to the model using a texture file with letters and numbers on it. I won't go into that part of it so let me just start from the beginning using MCX and Sketchup.
First, I imported the original model into MCX. Using the Material Editor, I export it as a tiff file to a folder. Then I export the model as a collada, or dae file to the same folder. I then launch Sketchup and import that model, along with the textures. After hiding a few layers so that I could see the letters and numbers, I make the changes to the correct gate number for that location. Then I un-hide the layers and export the changes.
1. Now, here's what I'm unsure of when I import into MCX. When I import the mdl as a collada file, the model is now transparent, or blue, as I can see right through it. Why is it transparent and doesn't look like the original, even though the textures were also imported?
Is it supposed to be transparent or do I need to make it opaque using the Material editor before compiling it? I've done it bother ways, and the problem I run into is that the ground markings are no longer visible when I set the model to opaque in the Material Editor. If I leave it transparent, the ground markings are present. Now let me say that even though the ground is transparent in MCX, it is not transparent in the sim. The entire airport ground is opaque and renders. However, should my model be opaque and show just like the original?
2. I figured I need to go into the Material Properties and set all of the values for each texture to match that of the original. But the thing I've noticed is that, for example, some of the values are set to 255, 255, 255 for the specular color in the original model, but when I set it to the same, I get a very bright hot spot, which I kind of figured would happen. So, I set the values back to what they were. It could be something else I might not have done correctly. So, my question is, should my values match those in the original?
3. When I zoom out in the sim, the area where I've been working is brighter than the rest of the airport. What is causing this?:
As you can see, you can see the outline of the model.
4. I don't know if this plays a part in any of the issue but I am getting error warnings when I export the model in MCX:
8:04 PM XtoMDL Warning warning: Degenerate poly detected in file (C:\Users\Kenneth\Desktop\Temp\tmpCA1A.x) mesh (Part14)
8:04 PM XtoMDL Warning warning : Face vertex 0 x=527.7874 y=295.6311 z=0.02501
8:04 PM XtoMDL Warning warning : Face vertex 1 x=527.8687 y=277.0406 z=0.02501
8:04 PM XtoMDL Warning warning : Face vertex 2 x=527.7061 y=314.2216 z=0.02501
This tells me that I did something wrong.
Ken.
Last edited: