Hi Roby:
After a
copy of the source *.FSC model
and all mapped textures is placed into a single 'work' folder location, then imported into MCX with all mapped textures displayed in MCX 3D Preview mode as desired:
1.) Material Editor > Textures tab
a.) Set the texture output path to that same 'work' folder location where MCX is going to write the converted textures
b.) select and Convert mapped texture files with the following criteria applied:
* Powers of 2
* File format for texture Material supported by Sketchup:
ex: PSD, BMP, PNG, TIF, TGA, ...or JPG
* Over-write existing textures
NOTE: IMHO JPG is not recommended unless JPEG compression is disabled by any graphical editor subsequently used in Sketchup to edit such textures (...otherwise image will degrade with each saved edit to the JPG image).
If the 3D model mapped texture size is an issue with an adverse impact system resources for the Sketchup and/or (eventual) MSFS task session,
PNG textures can be utilized, and when saved / edited / re-saved ...only 'loss-less' compression will be applied to the image.
However, IMHO, TIF with LZW 'loss-less' compression is a better option as it allows multiple layers and Alpha channels to be used for easier editing via a more commonly-utilized method for configuring transparency via Alpha channels.
IMO this is preferable rather than dealing with the multiple optional ways the PNG format allows coding transparency, not all of which may always be accessible by all graphical editors, and when accessible, the syntax used for the transparency coding methods and parameters varies between those graphical editors that can work with PNG files.
c.) close MCX Material Editor
2.) MCX Menu > Export Object > choose desired export format (
ex: 3DS or Wavefront OBJ)
3.) Export the 3D model to that
same 'work' folder location where MCX wrote the converted textures
FYI: This allows the textures mapped onto the 3D model to be found and read during import by
ex: Sketchup, GMAX, 3DSMAX, Blender (or MCX
without manually adding the folder location to the existing default MCX texture search path) because the texture location may be internally coded by MCX into certain 3D model import / export file formats.
BTW: There are free plugin Ruby scripts for Sketchup that are actually more capable than the default importers /exporters.
Assuming you are using the faster and (last) free version 8, 32-bit version of Sketchup which does not require a license when used for either freeware or payware production, you can more easily install such Ruby plugin scripts (aka "extensions") via :
thomthom:
Simple Plugin Installer v1.2.0
http://sketchucation.com/pluginstore?pln=tt_simple_installer
Once the above plugin is installed, and Sketchup is re-started, one can install other plugins via:
Sketchup Menu > Window > Preferences > Extensions > [Install Extension] button
BTW: If you wish to test your *.FSC 3D model MCX export via OBJ, consider installing this free plugin for Sketchup:
TIG:
Import OBJ with Materials v2.2:
http://sketchucation.com/pluginstore?pln=obj_importer
The above instructions may suffice to get your MCX 3D model conversion into Sketchup; feel free to inquire further if you require further suggestions.
GaryGB