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Excellent discussion, but WAY more involved (for me) than I had hoped. My intent was IF there is a problem with one of the programs I'm using, then it (probably) needs to be addressed. Perhaps this discussion will lead to that. I also like the way it was worded
"The Blender function simply removes, or adds, dividers between vertices, it never moves vertices. The thing is that the simulator does not support these "quads."
It is the divider where I'm seeing the light leakage, (whether that divider has been dissolved or not), or even the divider itself in P3D/FSX on my models. IF it's true that the simulator does not support these "quads", and always converts them back to triangles, then why only on MY models do I witness this? What can I do at my level to eliminate this issue? I believe I have left one of my models as "triangles" and it still had "light leakage", so that wasn't the answer.
I was initially wondering if the way I've been doing this was the culprit. I select a model in FSX, (.bgl file). I use MCX to "extract" it, convert it to a 3ds then import that into Blender. When I import any model into Blender as 3ds, every face is a triangle. To make my work easier, I convert (alt J) them into Quads. Then using Blender2FSX/P3D, I export the model as a .x or .mdl for MCX, then save my model as part of my scenery (.bg.). Perhaps my method is whacked, but works for me.
Thanks all!
"The Blender function simply removes, or adds, dividers between vertices, it never moves vertices. The thing is that the simulator does not support these "quads."
It is the divider where I'm seeing the light leakage, (whether that divider has been dissolved or not), or even the divider itself in P3D/FSX on my models. IF it's true that the simulator does not support these "quads", and always converts them back to triangles, then why only on MY models do I witness this? What can I do at my level to eliminate this issue? I believe I have left one of my models as "triangles" and it still had "light leakage", so that wasn't the answer.
I was initially wondering if the way I've been doing this was the culprit. I select a model in FSX, (.bgl file). I use MCX to "extract" it, convert it to a 3ds then import that into Blender. When I import any model into Blender as 3ds, every face is a triangle. To make my work easier, I convert (alt J) them into Quads. Then using Blender2FSX/P3D, I export the model as a .x or .mdl for MCX, then save my model as part of my scenery (.bg.). Perhaps my method is whacked, but works for me.
Thanks all!
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