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MSFS20 glTF support for ModelConverterX

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Hi,

The texture of that object does have an alpha channel, that is why MCX automatically sets the alpha mode to BLEND (or in the material editor this is called render mode translucent). So that might explain what you are seeing. You could try to see how the object looks in the sim if you set the rener mode to OPAQUE.
 
The latest dev release of MCX is asking me to download an older version of the redistributables. I have 14.28.29301 and MCX is asking for 14.26.28720. In order to install that version I have to uninstall my version. Don't really want to do that.

1601137383364.png


1601137429336.png
 
Let me check, did Microsoft release a new version again? I updated the version that is checked two months ago or so.
 
I must check if there is an easy way to check for a minimum version, but as each version seems have to a different registry key that is hard to do.
 
This looks like my issue, as I mistakenly upgraded to the preview version of VS 2019, v 16.8. Regular version is 16.7, So if you can't update that's ok - I will have to figure out what to do. They did an update on Sept 22,2020
 
I still would prefer that I don't have to change my code every time Microsoft releases a new version. Only when I update my external libraries that use the runtime files that should happen. Let me check what I can do there.
 
You could try to see how the object looks in the sim if you set the rener mode to OPAQUE.
Well, first of all, sorry for the confusion with the Alpha, I don't know what did I saw.

Setting this to OPAQUE works just AWESOME. Thanks alot for the help, Arno! Really appreciate it.
 
I've been having UV mapping (?) issues converting P3D V4/5 models into glTF for MSFS. The MCX preview is 100% correct but in the SIM most of the large surfaces (not all) along building sides are fine although finer objects have various combinations of distorted textures ala UV mapping distortions. There doesn't seems to be a pattern. Some textures seem to be rotated at right angles i.e. instead of aligning longitudinally along a light pole or steel beam - they are at 90 degrees/sideways. Where two arched roofs with a corrugated texture meet at right angles , there are various different angles of corrugated iron near the joins. Some other textures appear to be flipped. In some instances the textures seem distorted in a curved pattern in small areas?

Have discovered a fix by going back into the Sketchup model , resetting the textures and repositioning. Also , in the case of a long corrugated iron roof over a walkway , segmenting the model up into smaller segments.

Prefer not to rework the model as above, and given the model displays perfectly in MCX, are there some checks/steps I could do when before exporting?

Have just downloaded the latest MCX and used the "MSFS glTF" export for the first time but that did not help

Rob.
 
I am having the same problem with the uv mapping. it looks like its changing the mapping along the lines of triangles on the building sides.
Screenshot_18.jpg


also missing/changing/distorting textures that preview in MCX perfectly....
Screenshot_19.jpg

here is the preview in MCX, working perfectly like it should
Screenshot_20.jpg

any idea why this is happening??
newest latest version of mcx is running too.
progress is halted until this can be addressed.
Thanks for any help.
 
Hi,

Do you also see the issue if you import the packaged BGL file for MSFS into MCX? I believe the package tool does some optimizations, so it would be interesting to see if we can see the issue there already.
 
OK. that's interesting. It might be interesting to inspect what the UV coordinates are in the model, maybe they are somehow clamped or adjusted because they have a weird value.
 
one thing also to add, the models work perfectly in all the other sims, p3dv4-5, for example... but just not going into msfs correctly..
 
Yes astaticmusic - your pics closely resemble what I’m seeing in some of the artifacts related to triangles and edges.
Also concur that P3D v3-5 never had these issues with a model I’m been building on for many months .
Arno - don‘t know how to check the UV coordinates . Can this be done in MCX? Happy to go reading the MCX documentation if it’s covered.
Rob
 
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Hi,

I would have to use the debugger here to really dive into the UV values, you can't see them directly in MCX.

But MSFS uses a 16 bit float to store the UV coordinates, so it might be that for bigger values we run into accuracy issues with that datatype.

Are the parts of the model that show the issue tiled a lot?
 
There is tiling on those sections, just horizontally though. Ive seen it on most of the models ive ran through mcx so far, about 80% of everything has tearing on the texture. So much that right now i have to stop and wait for a solution, i even went back in a remapped a bunch of buildings, only to get the same exact tearing on the same models in the same places.
 
There is some tiling in long sections (maybe that's was where the segmentation helped) but many faces have no tiling. Not sure if relevant but I just opened my glTF models in the 3D Builder WIN10 and despite some different aberrations the texture were all good again as with MCX. So it seems to be going wrong downstream in MSFS.
 
Hi Rob,

But I guess you opened the glTF file that has not been processed for MSFS yet? I bet that if you load the glTF file that is inside the BGL you will see the same effect.

Let me calculate what the resolution of the float16 is to see how much tiling we can use before we run into issues.
 
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