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Texture of model converted to BGL with MCX not shown in scenery

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50
Country
sweden
I'm looking for some help for the above mentioned problem I encountered (among so many others, this is my X. post about obstacles I met during my first scenery project...).

What I did:
1. Created a 3D model from photos of a building with the help of Autodesk ReCap photo. Just like how Google Earth / Maps 3d models are made automatically...
This software saves the texture in JPG and the model as OBJ.
2. This obj model was loaded to Model Converter X without problem, the texture was also shown.
3. It was converted to BGL
4. BGL was placed to scenery with SBuilderX.

Result: model is shown, but in black. No texture. Even though I placed the texture file in the texture folder of the scenery.

I also converted the JPG texture image to BMP and DDS with imagetool, but same result. Oh yeah, tried this texture conversion with MCX as well, but it always gave an error: A generic error occured in GDI+.
How does MCX save texture when a model is converted to BGL? Because I know fsx is not handling JPG as textures, but my model is looking for the JPG file when loaded to MCX.
What file or in which format should I place the texture in the appropriate texture folder to see it in fsx?

Sorry for the noob questions I'm just a beginner.

Arno, I might need your help or advice here as well :) (the "extremely low fps only at low altitude with many trees" problem is still a mistery...)
 
Hi,

If you just export the model it will still have the JPG file referenced in there. In the material editor you need to either convert the texture (but that seems to crash for you, is your texture big?) or you can manually edit the texture filename in the attributes to change the extension. You need to make sure it's exported with DDS or BMP in there.
 
Got it!
Thank you, I did not know that in the material editor I can change the texture reference. But also, the BMP file was either too big (192 MB) or not processable for the sim, because I still couldn't see textures.
So I just resized the BMP down to 12 MB size, then MCX finally converted it without any error message to DDS.
Now the BGL referenced to the DDS texture is finally shown properly in the scenery :)
Thank you for the help.
 
The maximum texture size in FS is 4096x4096. I think you had 8192x8192 in this case. Handling such big textures in MCX can be a bit slow indeed and take quite some memory.
 
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