• 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.

MSFS Blender2MSFS Limitation? Color Multipliers

At the moment i am doing nothing specific. but if there is a problem i take a look if i can fix it. (I am not a developer so dont expect too much) ;)
 
Hi All,

Really struggling with the Decal thing. I have a brick wall texture on my material with a plane over the top assigned a MSFS Decal material, this material has a dirty dripping brown texture. I have tried the methods above and can't even get my decal texture to show in the sim. If I export and edit the gtfl, how do I get my manually edited gtfl to show in the sim? Normally when I re-export it just updates.
 
0. Is your decals texture like the One shown here (the ones with chekerboard are those with transparency):

And most important, have you squared It?
(512x512 pixel, 1024x1024 pixel and so on)



1. Is your decals showing correctly in Windows gtlf default viewer or any other gtlf viewer?
2. Can you share your gtlf?



Inviato dal mio Mi 9 Lite utilizzando Tapatalk
 
Salut tout le monde,

Vraiment en difficulté avec le truc de la décalcomanie. J'ai une texture de mur de brique sur mon matériau avec un plan sur le dessus attribué à un matériau MSFS Decal, ce matériau a une texture brune dégoulinante sale. J'ai essayé les méthodes ci-dessus et je ne peux même pas afficher ma texture de décalcomanie dans la simulation. Si j'exporte et modifie le gtfl, comment puis-je afficher mon gtfl modifié manuellement dans la carte SIM? Normalement, lorsque je réexporte, il ne fait que se mettre à jour.
Hello,

If I understood your dde correctly, here is how I proceed to add dirt on my buildings and fences of my development for msfs.

to add dirt, SHIFT-D the area and apply a decal texture over it.

Hope this can guide you.

cordially
 

Attachments

  • Bat_3.jpg
    Bat_3.jpg
    624.7 KB · Views: 55
  • Bat_2.jpg
    Bat_2.jpg
    467.1 KB · Views: 53
  • Bat_1.jpg
    Bat_1.jpg
    393.1 KB · Views: 55
Last edited:
Hi,

@Riptite-Airways, you are on a English forum, so please write in English, this is the least of the courtesies. you have a lot of translator softwares ( https://www.deepl.com for example - I am also french people)
 
Hi All,

Thanks for helping out. I am achieving some success now. I was able to get it showing in sim without editing the gltf so that's a win, but the texture I see in the sim is lacking any colour information.

@mamu my texture looks like this in photoshop (this is a snip, the actual texture is 512x512):
1616194393363.png

My texture looks like this in blender:
1616194483432.png

My texture looks like this in sim:
1616194532336.png

As you can see, it's quite a bit softer in the sim (which is fine) but somewhere I am losing the nice rusty brown look of my texture).
 
This is probably the stupidest question that can be asked, but it's probably because I only understand half of what is written here. To achieve the highest possible resolution of the models I use split repetitive textures. E.g. for the plaster of a house the texture is only 208x2048 - but it is used for the whole house. So it is of course not possible to get any dirt on it - if it should not be repeated everywhere. Is it now possible with this method to use another UV, where all walls of the house are stored separately and to apply the decal on this UV?
 
This is probably the stupidest question that can be asked, but it's probably because I only understand half of what is written here. To achieve the highest possible resolution of the models I use split repetitive textures. E.g. for the plaster of a house the texture is only 208x2048 - but it is used for the whole house. So it is of course not possible to get any dirt on it - if it should not be repeated everywhere. Is it now possible with this method to use another UV, where all walls of the house are stored separately and to apply the decal on this UV?
The sim does not support multiple UVs other than for some materials such as parallax. To achieve what you want you need to use the decal material on top of your plaster.
 
Ok, I unterstand but without second UV I have to bake before, and what is then the advantage, the decal then I can direct apply to the albedo.
 
At the moment i am doing nothing specific. but if there is a problem i take a look if i can fix it. (I am not a developer so dont expect too much) ;)
Do you think you could fix the LOD export bug? I remember someone in the main (locked) thread figured out what exactly is wrong with XML. It's driving me crazy to have to export 3 times - first just the "batch lod" to create the files (which won't work!) and then disable batch LOD and export each LOD individually.
 
Do you think you could fix the LOD export bug? I remember someone in the main (locked) thread figured out what exactly is wrong with XML. It's driving me crazy to have to export 3 times - first just the "batch lod" to create the files (which won't work!) and then disable batch LOD and export each LOD individually.
+1 here!

Just having this experience myself. Want to use more than 3 LODs but limited by how many times I want to export.

regarding the texturing question I originally asked I have done some more learning with substance painter and am getting some reasonable results using a combination of baking and the decal method.

1617340241504.png
 
+1 here!

Just having this experience myself. Want to use more than 3 LODs but limited by how many times I want to export.

regarding the texturing question I originally asked I have done some more learning with substance painter and am getting some reasonable results using a combination of baking and the decal method.

View attachment 71622
Nice. How are you getting the decals to work on uneven surfaces? I'm doing something wrong - I can project the decal wth a Shrinkwrap modifier, but only on a flat face, and the decal is sticking to weird places around the face, so I have to pake it significantly smaller not to snag to other vertexes, and so I can't even stretch the stain decal all over one flat face. I though the Shrinkwrap modifier was suppost to wrap around geometry, but I can't do it. The decal always stays flat, only clinging to the face now. Any ideas what am doing wong?
 
Do you think you could fix the LOD export bug? I remember someone in the main (locked) thread figured out what exactly is wrong with XML. It's driving me crazy to have to export 3 times - first just the "batch lod" to create the files (which won't work!) and then disable batch LOD and export each LOD individually.
Can you send me the exported files that are broken and another zip after you fixed it? That i can compare what is wrong?
 
Can you send me the exported files that are broken and another zip after you fixed it? That i can compare what is wrong?
Here you go. I created a simple model with 2 LODs, run it once with "batch LOD export" and then manually only the 2nd LOD. You can see that even the file size of the LOD01 files is way too small, compared with manual LOD1 export...
 

Attachments

  • LODtest.zip
    6.4 KB · Views: 26
Nice. How are you getting the decals to work on uneven surfaces? I'm doing something wrong - I can project the decal wth a Shrinkwrap modifier, but only on a flat face, and the decal is sticking to weird places around the face, so I have to pake it significantly smaller not to snag to other vertexes, and so I can't even stretch the stain decal all over one flat face. I though the Shrinkwrap modifier was suppost to wrap around geometry, but I can't do it. The decal always stays flat, only clinging to the face now. Any ideas what am doing wong?
Sorry to reply to an old thread, but did you make sure your plane is subdivided enough before applying the shrinkwrap modifier? if you want to stick it on complex geometry it has to have very small subdivisions to "stick" correctly
 
Top