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FSX Parts missing

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I spent hours and days creating this terminal for Chippewa Co Intl Airport in MI. It looks beautiful in Sketchup. I exported the DAE for creating a scenery bgl in Model Converter X Vs 1.5 where it still looks good but after exporting the bgl; putting in the ADEX library and compiling the airport for FSX, a ton of the parts of the terminal were missing. So I know that sometimes its because they were not "painted" so I thaought that I painted every thing expecture the roof, brick walls etc which were there. Did this twice and am now disgusted and at a loss what's wrong. Anyone help? I don't know if this belongs here, MDCx or ADEx. Moderator can move it to wherever as long as someone somewhere can help me.
 
I just tried something remembering a problem with buildings before and opened up the terminal in 2016 and then saved it as a 2015 model. Went through the whole spiel of conversions but in FSX sitll every white part is missing that is NOT missing when its opened in MDCx Version 130 OR 150. Here is the Sketchup File Of The terminal
 

Attachments

  • Chippewa Terminal.zip
    2.2 MB · Views: 157
Last edited:
I haven't looked at the model yet, but are you sure that the missing faces or parts are not turned backwards?
 
No, I believe that I have reversed all the faces. I also thought that maybe because I had not "painted" them so I painted all the white parts in pale blue to see if that helped but no luck. Thank you for taking the time to help. Its so beautiful in Sketchup and Model Converter X.
 
I was able to get a lot more of the parts by creating an mdl instead of a bgl and uploading the mdl into ADEx. When I did that and opened up FSX I could see that some parts were transparent and others not so I opened up Sketchup 2016 again and when investigating I found that the backsides of those parts were not textured. I have since done that for as many as I could find so I am going to try and convert it again into an mdl.
 
I have looked at your .skp file a bit.

I also exported a .dae. I used the latest dev release of MCX to put it in FSX SP2.

You do have some faces reversed at various locations around your terminal.

IMO the easiest way to see the reversed faces in Sketchup is to edit the Styles->Face Settings and change the Back Color to a distinctive color that you are unlikely to mix up with some part of a project.

In SU 2017 I have the default tray showing and that is why the screenshot looks like this:
SU_2017_styles.PNG


If your version of SU doesn't have this tray, you will have to find where the styles are.

You can make this setting part of your default startup file by opening SU, make whatever changes you want and then use the File->Save As Template. Make sure the CheckBox for set as default template is checked.

FWIW and with all due respect:

I see some unrelated nit-pick problems on the street side of the terminal.

The entrance doors. You have them with transparency, but the brick texture goes behind them. In the sim I see Z-fighting on that and the glass texture to the right of it.

Two of the white framed windows. The one furthest to the left and the one to the right of the entrance doors are not aligned with the rest of the window.

The ramp side of the terminal:

Check the two big windows. There appears to be alignment or location problems with both of them. On the one to the left of the jetway, I see Z-fighting in the sim.

I imagine that you have spent enough time working on this that it has got to the point where it is easy to overlook nit-picky details.

If you have made this for your own use only, you may not care.

Edit: typo.
 
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I have tried as best as I know how to make this as good as it gets IMHO but I am attaching the final Sketchup model if you would look at it and create either an mdl or bgl from it that all the parts are clear I would really appreciate it so much. Thank you.
I have looked at your .skp file a bit.

I also exported a .dae. I used the latest dev release of MCX to put it in FSX SP2.

You do have some faces reversed at various locations around your terminal.

IMO the easiest way to see the reversed faces in Sketchup is to edit the Styles->Face Settings and change the Back Color to a distintive color that you are unlikely to mix up with some part of a project.

In SU 2017 I have the default tray showing and that is why the screenshot looks like this:
View attachment 79188

If your version of SU doesn't have this tray, you will have to find where the styles are.

You can make this setting part of your default startup file by opening SU, make whatever changes you want and then use the File->Save As Template. Make sure the CheckBox for set as default template is checked.

FWIW and with all due respect:

I see some unrelated nit-pick problems on the street side of the terminal.

The entrance doors. You have them with transparency, but the brick texture goes behind them. In the sim I see Z-fighting on that and the glass texture to the right of it.

Two of the white framed windows. The one furthest to the left and the one to the right of the entrance doors are not aligned with the rest of the window.

The ramp side of the terminal:

Check the two big windows. There appears to be alignment or location problems with both of them. On the one to the left of the jetway, I see Z-fighting in the sim.

I imagine that you have spent enough time working on this that it has got to the point where it is easy to overlook nit-picky details.

If you have made this for your own use only, you may not care.
I appreciate you taking the time to review this in detail and I will implement all the changes you suggest. This IS freeware but I want to share it with others at SOH so I will fix everything as best as I can. Then I will check it again in FSX and see what it looks like there when all the changes and fixes are made.
 

Attachments

  • Chippewa Terminal.zip
    2.2 MB · Views: 126
I have tried as best as I know how to make this as good as it gets IMHO but I am attaching the final Sketchup model if you would look at it and create either an mdl or bgl from it that all the parts are clear I would really appreciate it so much. Thank you.

I appreciate you taking the time to review this in detail and I will implement all the changes you suggest. This IS freeware but I want to share it with others at SOH so I will fix everything as best as I can. Then I will check it again in FSX and see what it looks like there when all the changes and fixes are made.
I believe that I took care of all the reversed faces. When I open up the DAE in MDCx latest development version, details fade into some of the parts. When I try and create a bgl or an mdl I get "degenerate polys" and "face vertex" warnings although the bgl and mdl are created. Did you get them when YOU exported it? I don't understand what these are never having seen them before with any other Sketchup buildings I have processed including some complex ones at KASH Boire Airport. There are 53 buildings there all created in Sketchup 2016.
 
I agree that you have fixed all the reversed faces. Yes, I get the same MCX warnings.

There is at least one old thread somewhere on fsdeveloper regarding degenerate polys. You can see what a search for that will find. IIRC they aren't a problem.

It has been a long time, but whenever I had that warning I was always lucky enough to find the problem. I don't really remember, but I think it was usually in my case some line that extended past an object. You could barely see whatever the "degenerate" was even if zoomed in as far as Sketchup would go.

You might take a look at this thread regarding the index buffer warning. Your terminal has lots of items, maybe reply #4 in that thread will help.

I'm going to try and PM you a zip file of some images from FSX and some comments regarding the nit-picks I made. I've never sent a PM before, so we'll see how that goes.
 
I really appreciate your help. I have really learned much about flightsimming, scenery design, sode etc. from generous helpers here like you and I try and retain the knowledge as much as I can and even printout or PDF it to archive it for future use. I will look for your PM. index buffer has never been a visible problem when the bgl's are generated like in KASH's 53 buildings some rather complex but not like this one. I tried and was successful to use jpg textures which I learned here instead of parts but this one didn't allow that.
 
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