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Weird Texture Issue After Moving Objects In MCX

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us-florida
Hi I took models I originally made into a glTF file in blender and imported it into MCX to fix the origin points of all the models in my scenery. The Issue is now I have this weird transparent green texture on all my models in when I import them into the sim. I’ve attached a few pictures to show what I’m talking about.
119675828_767620787328550_3873917166420994480_n.png
119648499_328378685087487_7539563899839505396_n.png


I only reset the orgin of the model then re saved it. I didn't mess with any textures in MCX. Now I’ve been able to fix the issue by resetting the texture parameters for the models in blender, But to redo all 50 plus models in blender is really going to be a headache. Also the preview of the model and textures in mcx looks perfect besides I did notice after resetting the models origin there’s a dark shadow that goes over the entire model, as shown below.


BEFORE:
119979793_620279481982545_1553442804779015331_n.png


AFTER:
119685306_1054334171687403_7592119806017024370_n.png


Also after re importing the model in blender the textures have a Specular Value of .500 which after setting to 0 it looks normal in sim.

BEFORE:
119943166_2801931760028469_7099340182152720922_n.png


AFTER:
119734700_949211255585311_7032196214515567142_n.png
 

arno

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Hi,

I guess you found a bug in MCX. There's probably a material attribute that was changed. It would be interesting to compare the before and after settings.
 
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us-florida
Hi,

I guess you found a bug in MCX. There's probably a material attribute that was changed. It would be interesting to compare the before and after settings.
Here's some pics of the texture settings.

BEFORE:
119785713_316272743009371_7400620613129612759_n.png
119811311_328693548199779_1651089507778403850_n.png


AFTER:
119709243_357241088649403_3648253836228362911_n.png
119863357_1714599268706287_2164438756356186576_n.png
 

arno

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As far as I can see they look the same. But there must be some difference in the glTF file that causes the difference.

Could you maybe show/send me the glTF file before and after? Then I can do a comparison of them.
 

arno

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Hi,

After looking at the model you send me, it seems the main difference is the emissive factor (color) attribute of the materials. That was black in the original files and white in the MCX ones. Although I am not sure that would matter so much.

I'm thinking it might also be an issue with the normal vectors of the object. If you turn on the rendering of the normals in MCX, do they seem to point in a logical direction?

Actually even the non edited one shows dark here in my MCX and not as light as your screenshot above.
 
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us-florida
Hi,

After looking at the model you send me, it seems the main difference is the emissive factor (color) attribute of the materials. That was black in the original files and white in the MCX ones. Although I am not sure that would matter so much.

I'm thinking it might also be an issue with the normal vectors of the object. If you turn on the rendering of the normals in MCX, do they seem to point in a logical direction?

Actually even the non edited one shows dark here in my MCX and not as light as your screenshot above.
I’ll have to check the normals but I’ve had this issue before the change you made with mcx to make the emission texture white by default, and I had this same issue. It didn’t bother me as much because it wasn’t a big project like what I’m working on so I fixed everything in blender. And for the model showing up dark for you that is very weird. I’ve had a few models at another airport stuck with night textures in the day time but doing my fix in blender fixed that as well.

What setting in mcx controls the specular setting? I have a feeling it could be related to that. Especially after importing the mcx model into blender and seeing issues relating to the specular settings
 

arno

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There is no specular setting in the MSFS materials.

Did you maybe load the object from the packaged bgl into MCX? I have seen normal issues when importing from the bgl files.
 
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us-florida
There is no specular setting in the MSFS materials.

Did you maybe load the object from the packaged bgl into MCX? I have seen normal issues when importing from the bgl files.
I originally converted the entire airport into one glTF. I have no issue when I do it that way. Everything looked correct. Then I loaded it into sim as a place holder. That’s when I loaded the model into blender and started separating everything into separate glTF files there. I didn’t set the origin to the model in blender so that’s why I ended up reimporting the glTFs into mcx to move the models to the origin point mainly because the process was faster with mcx.

I’ve worked on quite a few airports these past few weeks and it seems to be something going wrong when taking the glTF from blender and editing it in mcx. It also happens with models That was originally created in blender as well.
 
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