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Hello all! This is my first post here and my knowledge is very limited on all developer stuff so bear with me. 
I've done some Google Maps tiles import based sceneries, either as straight imports without going to Blender and then some Blender imports, where I've e.g. removed trees and unnecessary ground (basically aiming for only the buildings). When I import and then export through Blender I understand that the textures get compressed (baked?) way more. With "straight imports" I only get to do the conversion in MSFS2KTX2 app and the file sizes are bigger. Right?
My problem is this: (1) I would of course love to compress the textures in any case but (2) there are also sceneries where I can't use the straight import because the sim terraforming is so wrong that I can't cut away the ground in Blender (nor take away the GM trees for the same reason). So far I've been doing this if that's the case. I import the scenery, convert the textures, open the scenery in SDK, place it, exclude buildings, then make a terraforming polygon with 100–200 m falloff, lower the sim ground level so that only GM mesh is visible throughout. It looks great with a bit of fiddling and the sim somehow makes the LOD level transitions smoothly and it always looks crisp an clean. But the file size of the scenery is unnecessarily big and at least my RX 6800 XT suffers quite some popping and especially blocky GM trees. Whereas I'm having problems with the LOD transition smoothness and quality of textures when use the other route: import the GM data, convert the Albedo textures, open the scenery project in SDK, remove initial ModelLib, create new asset --> ModelLib, open the GLTFs in Blender, group in collections according to LOD, merge mesh, make all edits and removals, clean up, export as collections, open project again in SDK, build all, place scenery object, make exclusion for buildings and finally build.
Whether I join the certain LOD level tiles all together or leave them as separate, try LOD values according to SDK suggestion tables or follow the advise to just leave as "0" for the sim to decide (which I understand it will do anyway?), it's still popping, but in addition, it's also too aggressive with the switching (especially close to area edges, even if you're still flying above the scenery). And it's the same project, essentially, but you'd think the way heavier "straight import" would act worse. Why is this?
Could a compromise solution work? I would take the "straight import" approach and even build the package, then import the textures, open the project GLTFs and textures in Blender, do nothing else but immediately export them — they would have been compressed / baked in the process? Then I'd sneakily replace the original project textures with these ones, open the project in SDK, use build all. Could this work or would I break some dependency or stuff?
Excuse me for a probably stupid question, and I know I could simply just try. But I'd also love to hear your thoughts on these points. Thanks in advance!
I've done some Google Maps tiles import based sceneries, either as straight imports without going to Blender and then some Blender imports, where I've e.g. removed trees and unnecessary ground (basically aiming for only the buildings). When I import and then export through Blender I understand that the textures get compressed (baked?) way more. With "straight imports" I only get to do the conversion in MSFS2KTX2 app and the file sizes are bigger. Right?
My problem is this: (1) I would of course love to compress the textures in any case but (2) there are also sceneries where I can't use the straight import because the sim terraforming is so wrong that I can't cut away the ground in Blender (nor take away the GM trees for the same reason). So far I've been doing this if that's the case. I import the scenery, convert the textures, open the scenery in SDK, place it, exclude buildings, then make a terraforming polygon with 100–200 m falloff, lower the sim ground level so that only GM mesh is visible throughout. It looks great with a bit of fiddling and the sim somehow makes the LOD level transitions smoothly and it always looks crisp an clean. But the file size of the scenery is unnecessarily big and at least my RX 6800 XT suffers quite some popping and especially blocky GM trees. Whereas I'm having problems with the LOD transition smoothness and quality of textures when use the other route: import the GM data, convert the Albedo textures, open the scenery project in SDK, remove initial ModelLib, create new asset --> ModelLib, open the GLTFs in Blender, group in collections according to LOD, merge mesh, make all edits and removals, clean up, export as collections, open project again in SDK, build all, place scenery object, make exclusion for buildings and finally build.
Whether I join the certain LOD level tiles all together or leave them as separate, try LOD values according to SDK suggestion tables or follow the advise to just leave as "0" for the sim to decide (which I understand it will do anyway?), it's still popping, but in addition, it's also too aggressive with the switching (especially close to area edges, even if you're still flying above the scenery). And it's the same project, essentially, but you'd think the way heavier "straight import" would act worse. Why is this?
Could a compromise solution work? I would take the "straight import" approach and even build the package, then import the textures, open the project GLTFs and textures in Blender, do nothing else but immediately export them — they would have been compressed / baked in the process? Then I'd sneakily replace the original project textures with these ones, open the project in SDK, use build all. Could this work or would I break some dependency or stuff?
Excuse me for a probably stupid question, and I know I could simply just try. But I'd also love to hear your thoughts on these points. Thanks in advance!


