Dear SPerx, I am sorry that I didn't paid enough attention to your post. Sometimes, things get clearer after a while. Probably I am trying to go too fast.
In short, I started following your workflow.
a) Import the source model to MCX and re-export as a .gltf
(If I get this correctly, I just open the model vwith MCX and export without doing anything. And as far as I can see, this helps me while in Blender, as I can see which textures are used in the Shading editor. I can import the aircraft to Blender with MSFS Import / Export tool, but when I use this method, I do not see the names of the textures needed.)
b) Note, MCX will not export any animations, so you generally lose any retractable landing gear.
(I will deal with that in Blender)
c) Import the .gltf to Blender
(done)
d) Replace any missing components, such as landing gear. You can dissect out stowed landing gear and reposition it, but I find it quicker to make my own representative gear - we are talking static scenery objects here after all.
(Done.)
e) Check that all the textures are in .png format to a power of two. You may need an App to convert old .bmp textures to .png. Be aware older versions of Flightsim had aircraft specific folders for textures, but in MSFS2020 your model objects will share a single texture folder, so you need unique names for textures for each aircraft and each marking variation.
(I tried using a software called DDS Converter for this step but it fails to convert some of the texture files [I do not see thumbnails for these files and an online converter gives errors for these as well. Screenshot attached.]. I tried Gimp but it crashes every time I try to open a DDS. Any recommendations about DDS conversion software?)
f) Correlate the .png textures to Blender materials slots
(I will, after successfully converting all the textures.)
g) Export the airplane as an MSFS static object
(I am using Blender 3.6 and io_scene_gltf2_msfs for exports.)
Thank you very much.
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