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MSFS20 Detail Color Map refuses to align...

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ca-ontario
This has been driving me nuts! I am using 3DS MAX to model some simple buildings , and using PBR textures. Sometimes (and I emphasize that), a detail color texture I use for dirt smudges at the bottom of building siding simply refuse to place correctly in the sim. They look correct in 3DS MAX, and I am just adjusting parameters as given in the MSFS2020 material editor, not using anything weird.

Here is what it looks like inside 3DS MAX:

1729462271389.png


And this is what I get in the sim:

1729462331076.png


You can see how the dirt smudge that I want at the bottom of the siding is 2/3rds up the wall.

I checked, I have no scaling, I re-set transform, all s very very simple... it is just that I cannot get this going, for whatever reason. Any ideas?
 
It would probably be better to duplicate the mesh and use a Decal texture. That mesh would have it's own UV,
 
It would probably be better to duplicate the mesh and use a Decal texture. That mesh would have it's own UV,
Thanks - I tried working with decal geometry and that has its own bag of problems. I simply cannot get it to stop z-fighting with underlying mesh, and I checked and double checked everything (z-index ordering and stuff). I resorted to giving it a small offset from the underlying mesh, and use it sparingly.
 
It's possible you've moved your texture outside the 1,1 UV range, Asobo has a much stricter tolerance for UV space multiplication than does 3ds Max.

0,0.png
UV higher.png
 
Yes, with Decals, you need to duplicate the mesh to be decaled, and offset it a bit, Asobo and Microsoft do it this way as well.
 
Solved!

After a bit of looking into it, it turns out that the U offset on the detail map must not be 0. There is probably some internal calculation that does not take into account the zero condition. Ah, those lazy devs :)

1729605660278.png


that would explain the randomness of the occurrence, where sometimes I would move U offsets, and it would work.

Thanks everyone for chiming in, I'm glad it was something so simple!
 
Last edited:
I wonder if that problem is the exporter, or if the sim misreads the gltf.
 
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