• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

MCX Blender to MCX - How to contain emissive lights

Messages
410
Country
norway
Hello.

I am experiencing an issue where I export a model from Blender to MCX. The intent to do it this way is to adjust the LOD's of the model within MCX. I am however experiencing an issue where emissive lights are not following the files into MCX. Is there a way to keep the features of the model within Blender to follow into MCX, or do I have to manually add the emissive lights within the texture editor?

Blender:
Screenshot 2026-01-03 124955.png


MCX:
Screenshot 2026-01-03 124910.png
 
Hi,

I am not sure how you made them emissive, but it might be that the material settings are still correct and that MCX just does not show it correctly in the preview. Are they emissive for example when you activate the night mode in MCX?
 
Hi,

I am not sure how you made them emissive, but it might be that the material settings are still correct and that MCX just does not show it correctly in the preview. Are they emissive for example when you activate the night mode in MCX?
Thanks for your quick reply. This is night mode in MCX, and the lights are non-emissive. I have not enabled day/night switch in Blender. To me it seems like the emissive setting in Blender does not transfer to MCX?

Screenshot 2026-01-03 132047.png
 
Would you have a sample object with these settings so that I can check them?
 
I would like the format that you load into MCX. Do you load a blend file directly or so you export to glTF in Blender and import that?
 
I would like the format that you load into MCX. Do you load a blend file directly or so you export to glTF in Blender and import that?
I am importing the .gltf exported from Blenders msfs-.gltf exporter. Please see the DM for a link to the Blender exported .gltf
 
If these are 2024 Blender lights.....MCX will not recognize them. You have to work them within blender as well as the LODs.
 
If these are 2024 Blender lights.....MCX will not recognize them. You have to work them within blender as well as the LODs.
If there are additional light types from MSFS 2024 that MCX should support, just let me know. A while back I already added some types, but I'm not following all the MSFS releases closely, so I need users to remind/inform me of new features and changes to the glTF format.
 
If there are additional light types from MSFS 2024 that MCX should support, just let me know. A while back I already added some types, but I'm not following all the MSFS releases closely, so I need users to remind/inform me of new features and changes to the glTF format.
Arno, please disregard. You CAN create lights for 2024 on MCX similar to 2020...except......wattage has to be 100x bumped. So for a typical apron light, 30000W is what it takes. A smaller spot light, 4000W.....and so on.
 
Last edited:
That is a known difference between MSFS 2020 and MSFS 2024 indeed. That's why the Batch Wizard has an operator called emissivity multiplication, that can make this change to all lights (and night textures) of an object or set of objects at once.

But reading the MSFS 2024 SDK I think there are also some new light types that were not finished when I added the new MSFS 2024 light types, but they might be added in the future.
 
I am importing the .gltf exported from Blenders msfs-.gltf exporter. Please see the DM for a link to the Blender exported .gltf
I just had a look at the glTF model. It seems it is just the emissiveFactor property of the material that makes it emissive. That is a property that MCX can read and write to glTF files, so I think it is just the preview that does not show it correctly. I need to check how I can render in such a way that it can represent the different sims correctly.
 
I did some further analysis and the issue is indeed that the MCX preview does not render emissive colors correctly (it only does the emissive texture). I will update the shader of the preview to show the emissive color as well.
 
I have updated the shader of ModelConverterX now, so that the emissive color is shown in the shader as well. The fix will be in the next development release.

I made a relatively simple implementation, as I know that MSFS 2020 and MSFS 2024 handle the emissive color directly (requiring a scaling of the values). I have not tried to mimic MSFS 2020 or MSFS 2024 exactly at this moment.

1767953572149.png
 
I have updated the shader of ModelConverterX now, so that the emissive color is shown in the shader as well. The fix will be in the next development release.

I made a relatively simple implementation, as I know that MSFS 2020 and MSFS 2024 handle the emissive color directly (requiring a scaling of the values). I have not tried to mimic MSFS 2020 or MSFS 2024 exactly at this moment.

View attachment 98645
Wonderfult Arno! Thank you so much!
 
Back
Top