• 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 GlTF UV Export Issue + Grouping of objects

Messages
203
Country
unitedstates
Hello @arno and all!

Foremost, thank you for this priceless tool!

I found a batch convert wizard and it does work a treat for converting/exporting! I guess my question now is: Is there a way to have these objects laid out the way they are in the sim? What I mean is, is there a way to stage the airport within MCX or Blender to see where all the pieces of the puzzle go?

My other question is, I'm converting/exporting these objects into Blender as GLTF's, however I find myself having to edit the UV as they're either mirrored incorrectly, but not always consistently. While this is no biggie having to manually edit them, it sure would be a time saver if there was a way around this.

Thanks in advance!
 
Last edited:
Hi,
I found a batch convert wizard and it does work a treat for converting/exporting! I guess my question now is: Is there a way to have these objects laid out the way they are in the sim? What I mean is, is there a way to stage the airport within MCX or Blender to see where all the pieces of the puzzle go?
You could use the Scene builder wizard to make one big object from all the individual objects based on the placement lat/lon. Is that what you are looking for? But normally that is something you would only do in the sim, as for the performance it is better to have a scenery consist of separate objects.
My other question is, I'm converting/exporting these objects into Blender as GLTF's, however I find myself having to edit the UV as they're either mirrored incorrectly, but not always consistently. While this is no biggie having to manually edit them, it sure would be a time saver if there was a way around this.
The UV coordinates should be OK, else in the simulator it would also not show correctly. Is it with a specific texture format that you experience these issues? When exporting to Blender I typically use PNG files for the textures.
 
Hi,

You could use the Scene builder wizard to make one big object from all the individual objects based on the placement lat/lon. Is that what you are looking for? But normally that is something you would only do in the sim, as for the performance it is better to have a scenery consist of separate objects.

The UV coordinates should be OK, else in the simulator it would also not show correctly. Is it with a specific texture format that you experience these issues? When exporting to Blender I typically use PNG files for the textures.

Hello Arno!

Thank you for the prompt reply.

I will have a go at that wizard. Ideally I would like MCX to compile one large object file with everything where it needs to be and rotated, etc. I’d then like to import that single file into Blender and separate the objects as I need to. This would save me the step of having to arrange tens of objects by hand while cross referencing to see where they are placed in relation to each other.

As for the UV issue, I’m sure you’re right. I’m sticking the converted gltf’s into the folder with all the DDS’s of the project for quick load in Blender but perhaps this is causing the issue? What would be an efficient workflow to batch convert an entire modellib.bgl and its lot of DDS textures to PNG and objects to GLTF? I used the batch conversion wizard for the models, but don’t know how to convert the textures to PNG. Your help would be much appreciated!
 
I will have a go at that wizard. Ideally I would like MCX to compile one large object file with everything where it needs to be and rotated, etc. I’d then like to import that single file into Blender and separate the objects as I need to. This would save me the step of having to arrange tens of objects by hand while cross referencing to see where they are placed in relation to each other.
That's exactly what you can do with the Scene builder wizard.
As for the UV issue, I’m sure you’re right. I’m sticking the converted gltf’s into the folder with all the DDS’s of the project for quick load in Blender but perhaps this is causing the issue? What would be an efficient workflow to batch convert an entire modellib.bgl and its lot of DDS textures to PNG and objects to GLTF? I used the batch conversion wizard for the models, but don’t know how to convert the textures to PNG. Your help would be much appreciated!
It might be that Blender can't handle the MSFS DDS files correctly, I never tried that. MSFS and X-Plane also use different origin for the DDS files, I am not sure which convention Blender uses.
In the batch converter you can also add a step that converts the textures to a different format and saves them to a specific folder. So it should be quite easy to have them all converted to PNG before you go into Blender.
 
Back
Top