Hi Robert:
Inspection within a live flight shows no anomalies in FSX DX-9 mode as the sim was willing to "forgive" the few (minor) issues in the 3D modeling geometry of the hangar (unrelated to the texturing issues above) ...which I had noticed during initial inspection in
Sketchup.
FYI: The anomalies I see within Sketchup appear intermittently as
flickering edges for vertical and angled horizontal roof support beams (on the
outer-
most faces of those beams
beneath the exterior and interior surfaces of the roof and walls) ...when the hangar is displayed and viewed at various angles and elevations using the "Orbit" tool.
I can't vouch for whether such anomalies may show up in FSX DX-10 mode, or LM's Prepar3d (aka "P3D"), so if you or any 3rd party users do end up seeing those anomalies, you may want to modify the 3D modeling geometry of the hangar in order to eliminate any 3D modeling geometry which may cause such anomalies.
Generally speaking, one may reduce the risk of such anomalies when performing 3D modeling on a "
closed Solid" (which is alternatively referred to as a "
manifold" 'air-tight' or 'water-tight' 3D object).
The "
closed Solid" (which is also alternatively referred to as a '
primitive' for any 3D object to be derived from it via editing) is ideal for most subsequent modeling in Sketchup.
Working with a "
Solid"
primitive might help minimize the work required to make a 3D model, and may allow better compatibility with more of Sketchup's default tools, 3rd party add-on Ruby plugin scripts,
and Sketchup's built-in 'graphical' functions, as well as those of any external graphics application linked to Sketchup as a designated editor for textures.
BTW: Such an extruded 3D "
Closed Solid" will have a
bottom surface (
ex: the bottom of your "open hangar" walls and roof), which, IMHO,
should remain intact throughout the Sketchup 3D modeling process with that object.
When that 3D model of that object is finished, and the model has had its texturing and geometry optimized (and optionally processed with
ex: thomthom's "
Cleanup" add-on Ruby plugin script) ...the '
bottom' surface of the object can either be:
*
retained for reported "realism" benefits via rendering 3D scenery object "shadow volumes" versus "shadow mapping"
...
or:
*
removed for purported performance benefits via reduced 3D geometry vertex complexity
...when exported from Sketchup ...for import to MCX ...and eventual use in FS
If you are interested at this point in the learning and development process, how one might further inspect and "fix" such 3D model geometry issues, after inspecting in a normal view mode:
Sketchup Menu > View > Face Style > Shaded With Textures
...toggle an additional view 'modifier':
Sketchup Menu > View > Face Style > Shaded With Textures > 'check
' "X-Ray"
By ensuring that all adjacent faces and contiguous / interposed edges of the vertical and angled horizontal roof support beams are 'welded' / 'intersected' / processed by the 'Outer Shell', 'Join' or 'Union' tool where they adjoin one another (at the outer-most faces of those beams
beneath the exterior and interior surfaces of the roof and walls), one should be able to form a 3D "solid" object, and thus one should no longer see any of the anomalies described above when inspecting in a normal view mode ...within Sketchup.
Hope this helps !
GaryGB