• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    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.

Sketchup Texture Mapping Issues

Hi all,

I am attempting to model some very low-poly cars for use as scenery objects.

Issue #1:
Each car is an individual component in Sketchup for ease of copying and modifying. When entering the component (double clicking on) and then exiting the component, the texture mapping of any Projected textures in the component distorts. This distortion changes every time the component is entered and then exited, as visualized below:

Correct mapping, already inside component:


Upon exiting component:


Upon re-entering (the space around the cars on my texture sheet is black):


Issue #2 (possibly related):
Upon exporting said vehicle in any format, the texture mapping remains distorted, even if it appears correct in Sketchup, as visualized below:

Front and back of car, prior to export (component exploded so that texture mapping will appear correctly):


After exporting and importing into MCX after normalizing texture coordinates, note the difference in position of the front bumper area and the distorted back textures:


This distortion, shifting and export weirdness is happening to all of the cars I have made thus far and I cannot for the life of me understand why.

Issue #3 (also possibly related):
Any time the viewport (camera) is moved around in Sketchup, the textures on the cars (and only the cars) appear to vibrate. Additionally, these textures appear quite 'fuzzy' in a way that all of my other textures do not. See below:


Which version of FS are your exports from MCX intended for ? :scratchch

All your prior posts seem pertinent to FS2004 (aka "FS9"). ;)

Please choose a version of FS as the subject of a thread by clicking the 'down arrow' next to "(No prefix)" ...when starting a new thread. :pushpin:

This is most likely a result of allowing MCX DrawCall Minimizer to create a 1-piece texture sheet / atlas for mapped textures on the 3D model.

After that MCX DrawCall Minimizer processing, if the 3D model is output to a 3D model file format that Sketchup can import natively (or via a plugin Ruby script), you may not be able to retain / read the modified UVW texture coordinates used for mapped texture Materials output by MCX.

For edits in Sketchup, keep a backup copy of any 3D models exported by MCX that have not been processed by MCX DrawCall Minimizer.

Note that use of MCX DrawCall Minimizer to create a 1-piece texture sheet / atlas for mapped textures on the 3D model can be useful for optimizing run time FPS optimization in FS9 as it does in FSX / P3D.

However, 'some' MCX exports of 3D model file formats that Sketchup can import may not retain / update the modified UVW texture coordinates used for mapped texture Materials output by MCX in a format that Sketchup can display properly.

MCX uses a 3rd party DLL ("ASSIMP") and IIUC, is still a "work in progress"; MCX Collada *.DAE exports are sometimes a problem for Sketchup.

You may wish to use *.OBJ 3D file format for I/O to/from Sketchup / MCX via TIG's plugins for OBJ Import/Export to maintain multi-texture image Material UVW maps that can be read by both MCX and Sketchup import / export operations: :pushpin:



Note as well that "Batched" DrawCall optimization processing via MCX does not work in FS9 and only works in FSX / P3D SDK 3D models.

There may be some "Options" settings that you need to disable when using MCX for FS9 MDL / scenery BGL output compared to FSX / P3D.

I suggest it may be best to read the latest MCX manual, and ask any remaining questions on this specific situation in the MCX sub-forum: :idea:


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