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FSX Texture sheet is not displaying and other problems

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I am using the developer version of MCX 1.3.0.0 r 1253 28/08/2011 and in my latest attempt of a building redesign I experienced some issues but first some background.

Hopefully Arno can point out what I am doing wrong and what is a problem (if any).

Background Information
Some parts of the building use Sketchup solid colours such as the "window eyebrows" that are protruding above the windows (see yellow arrows in MCX screenshot). The windows are made of transparent materials and that seems to be working ok, so does the sky reflection transparent material of the tower.

The inside walls of the building have been "painted" with Sketchup solid colours so that when seen through the windows or the back, they would not appear 100% transparent (tip from another thread). That is also working fine.

Most of the rest of the building has been textured. For that purpose I prepared a PNG texture sheet that contains a wall texture with a couple of general purpose lamps that can be conveniently placed by positioning the texture. Also contains other parts such as an airport sign and the overhanging of the outside balconies. Using these same sheet, I prepared a night texture (samename_LM.png) in which I created the night effects on those textures, this night map was in PNG format.

The Issues Found while working with MCX
When using MCX to create my FSX MDL file and converting the textures I found these anomalies:

  • I specified the Nightmap Texture (PNG) in the corresponding texture sheet entry of the Material Editor. The problem was that when I used the Mass Material Converter, the Nightmap texture showed greyed out checkboxes for both "Resize" and "Convert to DDS". The resize is ok because the texture has the power of two dimensions. However, I expected the PNG to be converted to DDS.
  • The Nightmap texture did not get converted. I had to manually use an image editor to generate a DDS with the same name from the nightmap PNG.
  • The converted DDS texture sheet (that contains the various textures for most of the building) is a flipped down (vertical flip) of the original image. In other words as if mirrored but flipped vertically.


Issues Found on deployed FSX model
Having done the above as usual I deployed my building's BGL and all the corresponding textures. This is what I noticed when the model was seen in FSX.

  • All walls when seen from the front side (rather than from their back) were totally transparent (missing) even though the corresponding texture sheet was present in DDS form in the texture folder. So my building in FSX looked as if the front walls were removed with floating windows and visible back walls (they were painted with standard colors rather than texture).

The Pictures
On the 1st picture you see how the building looks in the Model Converter X application which is nearly the same as the Sketchup version, how the building was expected to look in FSX.

The 2nd picture shows the building as seen from the front side and the rear side. In both cases the "greyish" looking walls you see are the back sides of the walls on the opposite side of the building. That because of a recommendation to paint them because if left with default color they would look transparent when seen from the back side.

The 2nd picture like the first shows (perhas more clearly) the floating windows on the foreground wall and the few foreground surfaces that are not transparent are either because they where painted with a non-default color or textured with a standard Sketchup texture (rather than my own texture sheet).
 

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Hi,

You will get those greyed out options when ModelConverterX can't load your texture. In that case it can't convert or resize it either. So in this case it means that the PNG could not be found. Is the night PNG in the same folder as the day PNG that SketchUp exported?

Not sure about your problem in FSX. It is hard to tell what is going on just from the image. Did you add all textures to the texture folder, missing textures can have funny effects.
 
Hi,

You will get those greyed out options when ModelConverterX can't load your texture. In that case it can't convert or resize it either. So in this case it means that the PNG could not be found. Is the night PNG in the same folder as the day PNG that SketchUp exported?

Doest that means MCX cannot handle PNGs? Althought at the moment my sheet does not contain transparent textures (I am planning to) I used PNG. Both the diffuse and night map (_LM) textures are in the same source folder used for Sketchup (only in SU I cannot specify the nightmap, only in MCX) and both are PNG format.

Not sure about your problem in FSX. It is hard to tell what is going on just from the image. Did you add all textures to the texture folder, missing textures can have funny effects.

Well the image shows some walls that you see but those are not the foreground (front) walls but the walls of the backside of the building seen from "inside" because the foreground wall is invisible. If you move to the other side of the building you see the same effect only from the other side, the foreground walls are invisible but the "inside" part of the background wall (the we couldn't see when standing on the other side) are visible.

If I had not painted the inside of the building with a color other than default, then the whole building would have been transparent. That's why I started painting the insides as well but with a color rather than a texture.
 
Hi,

Doest that means MCX cannot handle PNGs? Althought at the moment my sheet does not contain transparent textures (I am planning to) I used PNG. Both the diffuse and night map (_LM) textures are in the same source folder used for Sketchup (only in SU I cannot specify the nightmap, only in MCX) and both are PNG format.

No, ModelConverterX can read PNG files fine. It means it just can't find the folder on the texture search path. When exporting your model from SketchUp the textures are put in a different folder (one with the name of the model), did you put your night texture there as well?

Well the image shows some walls that you see but those are not the foreground (front) walls but the walls of the backside of the building seen from "inside" because the foreground wall is invisible. If you move to the other side of the building you see the same effect only from the other side, the foreground walls are invisible but the "inside" part of the background wall (the we couldn't see when standing on the other side) are visible.

If I had not painted the inside of the building with a color other than default, then the whole building would have been transparent. That's why I started painting the insides as well but with a color rather than a texture.

You might also want to check the material settings for your texture, has the texture maybe by accident been set as transparent? You can try to hit the Default Opaque button.
 
I didn't put my night map texture sheet in the other folder where texture0..n are found, will try that to see if it recognizes my texture for conversion. In any case I had converted it manually to DXT5 and placed it in the FSX folder.

As for the texture sheet settings, considering that at this moment I had no components with alpha channel on that sheet, I made sure the sheet texture was not set with transparent setting (had the Never rather than Greater).

Will try again, this I found strange because I did two other simpler models with my own texture sheets (but no night map) and they exported fine. This time I used (a more complex model) a texture sheet with night map texture and things went wrong :( Will keep you posted.
 
As Arno says be very careful about any missing textures, because FSX behaves unpredictably in that situation.
 
Well as I said the textures were there in the deployment folder so they were not missing.

I tried again with the very latest development version of MCX and now my building is fully visible except for the body of one of the Google person components.
 
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