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Ground polygon white + weird color output

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7
Country
belgium
Hello,

After creating a ground polygon through Blender 2.82b, I have the following visual problem:

etWD2L4.jpg


I initially had this problem on a full airport layout so I started from scratch making a simple square to see of the problem reoccurs. And it does.
So my question is of course, what am I doing wrong?

My workflow
- Create the ground polygon through Blender 2.82b (normals are faced up being blue)
- Assign a material and reduce the specular to 0
- Select Specular as material node and select "no shadow" and "no z-write. Z-bias zero in Blender)
- Assign the diffuse texture through the shading Editor (no other textures assigned) being a 1024x1024 asphalt bmp (RGB/16bit)
- Unwrap the texture (Project from View) and rescale it
- Successfully export the mdl file using the Blender2P3D/FSX toolset 0.98.01 (P3D V4.5 correct initialisation)

- Open the most recent MCX version (dev release) and import the MDL. Since a few days, I get the following warning -> ObjectRenderer Warning Failed to load texture: GlobalEnvTest.dds
- Object shows with correct material assigned (still being a bmp)
- Diffuse texture is assigned as asphalt.bmp and specular color is pure black (0/0/0).
- Z-bias is zero
- Exported it again as mdl
- Imported the MDL into the Ground Poly Wizard (object still correctly displayed with its texture).
- Layer set to 8. Visibility 10km. Slicing every 100m. No 500m grouping selected. Selected to convert texture and hit the convert.
- BGL is created as well as the newly converted asphalt.dds
- Copied the bgl to the scenery folder and the asphalt.dds to the texture folder

- P3D V4.5 loaded and the poly is loaded but the result is as above

My (unsuccessful) trial and error
- using a default P3D dds texture and renamed it to asphalt
- used PBR shading iso Specular
- texture changing 16bit to 8bit
- assigned a ready made seamless asphalt texture downloaded from "google" to test
- assigned specular, emissive and normal map throug Blender
- changing the way I make polygons (from single vert connections to adding a simple plane)

I have made no changes to my flightsim settings or graphics card (driver update or so). Both Blender and MCX are showing the object correctly with the assigned texture.
So I must be doing something totally wrong here. Though, I've made some poly's earlier this month, and they worked..

Whilst awaiting any feedback, my apologies for this maybe newbie question.
 
I have assigned a negative z-bias layer instead of positive. Not sure why, but it seems like it solved my problem.
The poly is now correctly displayed in the sim with the assigned texture.
 
Hi,

Since you mention you set visibility in the GPW, are you using the P3D output in the GPW? Visibility range is only supported for FS2004 and FSX.
 
Hi Arno,

I am using the P3D V4.4 output. I leave the visibility standard at 10km and have honestly not played with it yet.
But so far it hasn't given me any problem.

It all seems to be working fine now. I just need to work on the shadowing now:
PZMiTh5.jpg


Rgds
Sam
 
Check your settings in P3D, to see the shadow on the polygons the option to cast shadow on models must be on.
 
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