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MSFS20 How to Get Transparent Textures to Work Exporting from Blender?

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unitedkingdom
I am making some static aircraft for my Bitburg AFB Scenery and have got models which render in MSFS. However, I am struggling with getting national insignia; USAF titles; slime lights etc to render properly in MSFS20. These are low detail static objects - eye candy - for the scenery and not intended to be scale models, but I do want to have visible national markings and generic unit markings. If I create a material for the main fuselage colour and then create a texture for the markings, I have used the same RGB HEX for the overall colour as an MSFS Standard colour, and for the background in the texture .png file. However, I always get a difference between the overall (MSFS Standard) background and the texture, even though the backgound has the same RGB HEX values.

I tried making transparent .png textures so that the required marking should, in theory, render on top of the underlying overall airframe colour, but no matter what I do I do not get a transparent texture - usually it renders as a black background, or sometimes the purple/white chequer of doom.

Does anybody have any solutions to this please? I have tried PSP2022; a very old Photoshop; and Krita for creating the textures. Blender 3.3.14 with exporter 1.3.3.

1733245315415.png
 
Simply, I use Gimp and create transparency textures
Under Blender I create a MSFS Decals material and assign the PNG to the location albedo.

Tip: do not simultaneously activate the MSFS2020 and MSFS 2024 plugin in Blender.
 
Simply, I use Gimp and create transparency textures
Under Blender I create a MSFS Decals material and assign the PNG to the location albedo.

Tip: do not simultaneously activate the MSFS2020 and MSFS 2024 plugin in Blender.
Thanks, I will give that a try. I am holding off getting MSFS24 for a couple of months so that the early issues can be ironed out - similar experience to MSFS2020.
 
Simply, I use Gimp and create transparency textures
Under Blender I create a MSFS Decals material and assign the PNG to the location albedo.

Tip: do not simultaneously activate the MSFS2020 and MSFS 2024 plugin in Blender.
OK, I have what appears to be a transparent texture file, but when I apply it the fuselage becomes transparent. I assume this is solved by the "albedo" you referenced. What is the work flow to assign the .png to the albedo. As I understand things albedo is a value of an object's reflectivity.
 
Pretty much impossible to debug without all the source files.
 
If you want to apply a decal on the fuselage:
1- don't touch the fuselage and its material
2 - duplicate the fuselage and remove on this duplicate all vertex not needed to obtain a simple polygon which can be use for the "decalc"
3 - create a MSFS Materal for this polygon
4 - affect the texture "Gimp" to this new material in the slot albedo
5 - in blender, select this polygon and detach it form the fuselage (1 mm)

Export all this stuff
 
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