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MSFS20 glTF support for ModelConverterX

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New development release with a fix for the crash that was reported will be online in about 30 minutes.
 
Hey, Arno.
Thanks for the gltf support.

Yesterday I was converting some P3D BGLs into gltf by using the batch convert wizard. All gltfs went into the same directory. I would like to suggest you to add an option to put each gltf output file in a different folder based on its name.
 
Happy Sunday Arno,
Would you happen to have a download link for 1.5? The website only seems to have 1.3 and there is no update option in the software, thanks!
 
Hello .Thank you very much for this awesome tool.Ive just started using model converter X to export my GLTF files.However for some reason the models are always shiny and highly reflective even though i havent set any PBR texture for the material,I simply imported the dae file,minimzed drawcalls,saved the textures and exported as GLTF. i tried setting bump scale,detail scale, and smoothness to 0 but its still like this ,Any ideas?Thank you
bandicam 2020-09-07 04-22-26-935.jpg

bandicam 2020-09-07 04-19-41-621.jpg
 
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Hi,

I noticed this on a test model as well. I need to check but MSFS does not use a smoothness, but a roughness attribute. So maybe the range of the value should be inverted, e.g. the smoothness should maybe be set to 0 instead of 1. If this difference is confirmed, I can make sure that MCX automatically handles it of course.
 
Hi,

I noticed this on a test model as well. I need to check but MSFS does not use a smoothness, but a roughness attribute. So maybe the range of the value should be inverted, e.g. the smoothness should maybe be set to 0 instead of 1. If this difference is confirmed, I can make sure that MCX automatically handles it of course.
Ah i see now and i can indeed confirm that setting the smoothness to 1 instead gets rid of the shininess.Thank you very much for your work!
 
Hi,

I noticed this on a test model as well. I need to check but MSFS does not use a smoothness, but a roughness attribute. So maybe the range of the value should be inverted, e.g. the smoothness should maybe be set to 0 instead of 1. If this difference is confirmed, I can make sure that MCX automatically handles it of course.
Can confirm Roughness not smoothness.
 
OK, I'll make sure that MCX supports this correctly as well.
 
No, you can export to glTF files without needed MSFS or the MSFS SDK. But to be able to package the models for MSFS you need to have the simulator installed of course.
 
I don't know yet. Officially the glTF format only allows JPG or PNG. But I think the MSFS package tool does support other formats as well. According to the SDK the package tool does determine by itself which DXT compression it should use for the various types of textures. So I think the typical workflow is to use PNG.
 
Can confirm Roughness not smoothness.

I have modified MCX now so that it will write the correct value to the glTF file. So the next development release you don't have to invert the value anymore.
 
Absolutely wonderful, thank you! I am in the process of converting my old sceneries for the airfields in southern Finland from the FSX/P3D versions to MSFS. This tool saves a HUGE amount of work. Some of the models for an airport that was originally made for FS2004 were using BMP textures that caused some problems in the package building stage. So I edited the gITF files, replaced all .bmp extensions with .png, converted the textures using the ModelConverter's texture conversion tool and after that everything worked perfectly!
 
It looks like the complex shader is not working as expected yet. The screenshot shows the MSFS Innsbruck scene from ORBX. MCX version 1.5.0.0 49ef296b
And yet, when opening a scene from BGL, the log displays "Error while loading modeldef.xml". It's a trifle, but maybe it's worth introducing a check for the file's ownership to the new simulator?
2020-09-08_082305.png
2020-09-08_082345.png
 
I think that's because detail maps are different in MSFS. The preview has not been modified yet for MSFS specific aspects.
 
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