Hi Dan:
You may wish to make a ZIP backup of your entire project and any partial builds of your scenery using:
ADE Menu Project > Backup.
Then, check to see whether the
_PackageInt sub-folder chain is cleared of all files when you "
Clean" the project using MSFS SDK DevMode GUI ...before testing a "
Build" of the project after it is re-constituted via ADE.
Also, you may wish to examine your 3D model
glTF file in NotePad or NotePad++ to see if
E:\ADE20 Projects\ is written into any
URI path.
FYI: URI path versus physical (and logical) file mis-match issues may confound MSFS' package compiler, and fspackagetool DevMode console error reporting for URI issues is not very detailed or robust for these issues.
AFAIK, MSFS' SDK compiler may opt to simply not build / output 3D models into BGLs if there are
URI errors.
It is not clear if a change in URI functionality via a MSFS update has 'yet' been publicly released to
all users.
Whereas official MSFS web pages regarding reported changes in URI functionality may have been deleted / hidden:
https://forums.flightsimulator.com/t/sim-update-8-release-notes-1-23-9-0/496878
...other web pages appear to have posted (prior ?) details of the Microsoft Flight Simulator Sim Update VIII Beta:
https://www.avsim.com/forums/topic/614806-sim-update-8-beta-release-notes-beta-is-live-now/
https://www.fsdeveloper.com/wiki/index.php/Blender2MSFS
Under Textures:
"Note that when using the glTF separate option, the exporter will automatically copy/convert your textures into the PNG format. If you don’t specify a directory in the “Textures” input, those textures will be generated in the same folder as your glTF model. Note that the textures folder utilises relative paths from the model file. This means you can use “../texture
s” as an input, which will automatically copy the textures to a MSFS conform location. That said,
be aware that the relative path is NOT copied to the URI of the textures. This is a rigid requirement of the sim, but it leads to your model not being able to properly render in other glTF render engines."
NOTE:
..\Textures should be spelled as
..\Texture for compliance with SDK criteria in all FS versions.
Use of a
/ (forward slash) character in a 'path' is OK if coding in Python / other languages ...but
not in Windows.
https://jomardi.wordpress.com/tag/msfs-2020/
Under RELEASE NOTES 1.23.9.0:
"For glTF model texture lookups,
only use the filename part of the image URI instead of the full relative path. This makes it so exporters can conform to the glTF specification without breaking texture lookups and vice-versa."
https://store.steampowered.com/news...Microsoft+Flight+Simulator&enddate=1651180518
Under SDK Devmode:
"For glTF model texture lookups, only use the filename part of the image URI instead of the full relative path. This makes it so exporters can conform to the glTF specification without breaking texture lookups and vice-versa"
BTW: Incidentally noted under the same '
SDK Devmode' section quoted immediately above ...was this:
"
The size-on-screen computation for LOD selection has been made more accurate for close-up models. In practice, this means higher-resolution LODs will be switched to sooner, and LOD0 will always be displayed when the camera is inside the bounding sphere of the model".
Hmmm... this may mean that those purposely using large un-textured objects to expand the extent of BoundingBoxes for 3D models to allow greater visibility of
ex: airport lights at a distance, might find that their 3D model size- versus visibility distance- behave differently than it did in prior versions of FS.
PS: Please tell us if your 3D model was
last exported into a glTF immediately prior to use in your MSFS project, utilizing MCX, or if instead your 3D model was
last exported into a glTF from a 3D modeling application via either 3DSMAX or Blender exporter plugins.
Be aware that a Blender MSFS glTF exporter plugin by (Asobo ?) may behave 'different' from other exporters:
Contribute to AsoboStudio/Microsoft-Flight-Simulator-2020-glTF-Blender-IO development by creating an account on GitHub.
github.com
https://developer.blender.org/T96112
glTF File Export with MSFS Exporter broken in 3.2 and 3.1 Builds of Blender
"Proxy management is now removed from Blender.
Seems the addon needs to be updated, but it is not managed by Blender team or Khronos team."
docs.blender.org
docs.blender.org
GaryGB