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MSFS24 Bad texture rendition on some buildings walls

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78
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canada
Hi, I've been using this flow since many years without encountering this issue yet, on two buildings. It is like if it is happening since SU3 or SU4 (my last built was early summer I think).
My flow: Design in Sketchup, export collada file, import in ModelConverterX, resize textures in factor of 2 and transform in DDS, export .gltf and textures and drop it in FS2024.

Now on some textures, the rendition is bad. I try with jpg instead of DDS but no success. All textures are well converted in power of 2.

Any idea where to go from here?

Thanks !!

G

Capture1.JPG

Capture.JPG
 
Hi,

Are all the textures wrong or only certain textures or on certain polygons? That's a bit hard to see in the screenshot.

Do you think the texture is vertically flipped?
 
Only some textures are wrong and yes, they look like vertically flipped.
These are textures that are good in the sim, on the side and back of the house. I circled only those that are flipped.
Thanks Arno

Capture3.JPG

Capture1.JPG

Capture2.JPG
 
Is there anything different for the textures that have issues? As it all looks OK in MCX, I would expect it to be exported correctly as well.

Are you saving the textures to disk as well from MCX or are they already there?
 
My first toughts was that weird textures made by Sketchup (when I adjust the position, sometime tear them a lot) that you can see bellow were the reason but at the same time, some are alomost strait/unmodified and are flipped vertically (ex.: red windows). So this first assumption make no sense right now, but I may be wrong (however, tearing textures like that is no news in this king of project).
I'm saving textures with the texture editor of MCX (format DDS or jpg and power of two) and do nothing else than copiyng them in the texture folder of this object/house.


Capture4.JPG
 
Hello:

It is important to use MCX' Material Editor \Texture path field to assign converted texture output paths mapped onto exported 3D models:

https://www.google.com/search?q=site:+www.fsdeveloper.com+GaryGB+MCX+Material+Editor+Texture+Path+URI&sca_esv=709dfd0b212bea1b&source=hp&ei=CNpGadflH7aB5OMP5JOO8QI&iflsig=AOw8s4IAAAAAaUboGAQinWsGa0saKKz91yyuWveM0zow&ved=0ahUKEwjXibLj1cyRAxW2AHkGHeSJIy4Q4dUDCBY&uact=5&oq=site:+www.fsdeveloper.com+GaryGB+MCX+Material+Editor+Texture+Path+URI&gs_lp=Egdnd3Mtd2l6IkVzaXRlOiB3d3cuZnNkZXZlbG9wZXIuY29tIEdhcnlHQiBNQ1ggTWF0ZXJpYWwgRWRpdG9yIFRleHR1cmUgUGF0aCBVUklItOECUABY-dYCcAB4AJABAJgBuAGgAYEuqgEENS40MbgBA8gBAPgBAvgBAZgCJKAC2irCAgUQABjvBcICCBAAGIAEGKIEwgIFECEYoAHCAgUQIRirAsICBxAhGKABGAqYAwDiAwUSATEgQJIHBjAuMzUuMaAHmbsBsgcGMC4zNS4xuAfaKsIHCzAuMS4xNi4xOC4xyAe3AoAIAA&sclient=gws-wiz


While a texture name without extension typically is stored in glTF 3D models, there is "URI" path info stored relative to 3D models as well.

Use of the MCX \Texture path Material Editor \Texture path field ensures that FS' 3D Model rendering engine can find the mapped textures.

IMHO, one must do this so that MCX semi-automatically copies converted textures to a specific target \Texture sub-folder, rather than manually copying into a folder specified indirectly- (if at all)- ...with a 3D model via MSFS XML coding 'exterior' to a glTF 3D model.


Note that prior use of the Make Unique Texture feature in Sketchup ensures MSFS' UVW coordinates for texture mapped 3D models are precise.

https://www.google.com/search?q=site:+www.fsdeveloper.com+GaryGB+MSFS+MCX+Sketchup+Make+Unique+Texture+Sketchup&sca_esv=709dfd0b212bea1b&ei=COJGafSHLLy3wN4Pz8vr4QU&oq=site:+www.fsdeveloper.com+GaryGB+MSFS+MCX+Sketchup+Make+Unique+Texture+Sketchup&gs_lp=EhNtb2JpbGUtZ3dzLXdpei1zZXJwIk9zaXRlOiB3d3cuZnNkZXZlbG9wZXIuY29tIEdhcnlHQiBNU0ZTIE1DWCBTa2V0Y2h1cCBNYWtlIFVuaXF1ZSBUZXh0dXJlIFNrZXRjaHVwSNFIULMYWO4xcAB4AJABAJgBrwKgAaUIqgEHMC41LjAuMbgBA8gBAPgBAZgCAKACAJgDAIgGAZIHAKAHrAeyBwC4BwDCBwDIBwCACAA&sclient=mobile-gws-wiz-serp

GaryGB
 
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the problem with make unique textures is that you have 100s and 1000s of textures in the end, it is one of the biggest problems i have with using sketchup. is there a way to remedy this? watching this post closely.
 
A few days ago I loaded one of my project library BGLs into MCX, inspected it in Material Editor, and saw more than 1,200 mapped textures.


But, I do not see a performance hit in MSFS with that 3D model library loaded and rendered into the local scenery, even though it is mapped with many texture Materials.

But, as one may have only a few different texture Material properties, coplanar Faces with identical texture Material properties can be processed via Sketchup Combine Textures feature, after having clipped them to the Edges of each Face ...using the Sketchup Make Unique Texture feature.

The number of individual texture Materials decreases further, as they are consolidated onto texture atlas sheets by MCX' DrawCall Minimizer.

However, that said, I am also forced to consider use of MCX' DrawCall Minimizer as optional at best, due to difficulty- or impossibility- of reloading a 3D model for additional editing into Sketchup, because of the irretrievably proprietary method MCX' DrawCall Minimizer uses to embed consolidated texture Materials onto Texture Atlas sheets.

GaryGB
 
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Thanks very much guys,
I have resolved my issue by exporting textures in jpg instead of DDS, even if it make no sense as a solution.
I will take an eye on the export path of the textures. It may helps as well, and for sure simplify the process.
 
Did you use DDS textures in SketchUp already as well? DDS can be a bit tricky as some applications take the origin of the texture mapping at the top and others at the bottom.
 
AFAIK, most Sketchup users here use freeware Sketchup legacy versions 8 through 2017 (all not restricted for commercial use).


IIUC, those legacy versions of Sketchup do not work with DDS textures.


I am not sure yet whether a recent 2025 build of Sketchup reportedly offering limited PBR texture Material support can use DDS.


This requires MCX use to re-convert texture Materials on 3D models to other formats in order to re-import them into Sketchup.


When doing so, recall that nearly all versions of JPG use "lossy" compression, but PNG can use 'non-lossy' LZW compression.

CAUTION: Use of JPG can otherwise lead to progressive image degradation each time a texture image is saved back into the file.


FYI: Sketchups limited quality internal graphics engine is upgraded by use of "Image Magick" via Aerilius' plugin Ruby scripts:

https://www.fsdeveloper.com/forum/threads/mcx-textures-twisted-after-export.459923/

https://www.google.com/search?q=site:+https://www.fsdeveloper.com+GaryGB+"Sketchup"+Ruby+plugin+Make+Unique+Texture++++Texture+Resizer&client=firefox-b-1-d&hs=fZg9&sca_esv=cd6edaa9cfb5e90b&ei=vCNIaciDMP7Tp84PlKWyyAw&ved=0ahUKEwjI0b2akM-RAxX-6ckDHZSSDMkQ4dUDCBE&oq=site:+https://www.fsdeveloper.com+GaryGB+"Sketchup"+Ruby+plugin+Make+Unique+Texture++++Texture+Resizer&gs_lp=Egxnd3Mtd2l6LXNlcnAiZnNpdGU6IGh0dHBzOi8vd3d3LmZzZGV2ZWxvcGVyLmNvbSBHYXJ5R0IgIlNrZXRjaHVwIiBSdWJ5IHBsdWdpbiBNYWtlIFVuaXF1ZSBUZXh0dXJlICsrIFRleHR1cmUgUmVzaXplckgAUABYAHAAeACQAQCYAQCgAQCqAQC4AQzIAQD4AQGYAgCgAgCYAwCSBwCgBwCyBwC4BwDCBwDIBwCACAA&sclient=gws-wiz-serp

GaryGB
 
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My personal preference is to use PNG images for the textures in the PackageSources folder of a MSFS project. The package tool will later turn them into DDS anyway.
 
Did you use DDS textures in SketchUp already as well? DDS can be a bit tricky as some applications take the origin of the texture mapping at the top and others at the bottom.
No, I was using JPG images.
 
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