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Two Problems for now

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unitedstates
I'm trying to learn SketchUp and have 2 problems. I have applied some of SketchUp's textures on some parts and can't seem to be able to figgure out how to remove them.
Also the Dimensions seem to not work as implied. I draw an object in 2d and choose a side and click the move , pull it in that direction and type a figure (5') and hit enter and the side will be 5' plus what I had drawn it. How do you edit the side dimension to make it what you want?
Thanks
Joe W
 
Hi Joe:

FYI: Removing / deleting a texture in a Sketchup model essentially replaces a currently applied texture with the default "invisible" texture:

1.) In Sketchup, 'select' all faces with textures to be "Deleted"

2.) Sketchup Menu > Paint Bucket > "Select" tab

3.) In the "Select" tab pick-list, choose "In Model"

4.) In Materials thumbnails, right-click on icon of currently applied material to be deleted from model (context menu pops up)

5.) In Materials thumbnail context menu, choose "Delete" (Y or N dialog pops up)

6.) In Materials context menu > "Delete" > 'Y or N dialog', click "Yes" to replace currently applied material with "default".



Regarding the re-sizing of an existing 'face', one could take the "Tape Measure" tool, pull it along the edge of the side in question from the bottom line (edge) up to the top line (edge), then type ex: 5' and hit enter; Sketchup should then prompt as to whether you wish to re-size the entire model.


IMHO, depending on what one is modeling in Sketchup, it is usually easier to first model from a 2D outline 'primitive' drawn on the ground, which can be extruded with the "Push-Pull" tool into a 'block'.

When drawing a base plan primitive on the "ground", it sometimes helps to have Sketchup Menu > Camera: Parallel Projection set rather than Sketchup Menu > Camera: Perspective.


BTW: One can assign how far to extrude after doing a "Push-Pull" operation by immediately typing the number of Feet to extrude by (ex: 5'), then hit enter.

Also, one should periodically select the entire model, right-click, and choose from context menu: "Intersect Faces > With Model". :alert:

One can subsequently with greater success, draw on the extruded "solid" block and do further extrusions, cuts etc. as desired. :idea:


Hope this info helps ! :)

GaryGB
 
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GaryGB That was the trick. It was what I needed.
Now ........... How do you align objects to an axis? This object is really 2 items joined. I see them aligning objects in the vid but cannot pick up what they are doing.
Thanks
JoeW
 
Hi Joe:

I'm not completely sure I'm following you correctly without seeing a screenie, but I beleive you may be trying to "join" / "Intersect" model parts once they are all aligned on a common or central axis, ex: parts of a pillar, tower, or building. :scratchch


BTW: Got a link to the video you were referring to ? :confused:



FYI: An initial scan of about 1/2 of the 65 hits for a Search at Sketchucation Forums using "Align" as a query string... yielded a few possible leads on how to simplify the process:



http://www.sketchucation.com/forums...&sid=04ecac5e3314b7e35496b0f1d1b4aad1#p245841



http://www.sketchucation.com/forums...it=Align&sid=04ecac5e3314b7e35496b0f1d1b4aad1


http://www.sketchucation.com/forums...&sid=04ecac5e3314b7e35496b0f1d1b4aad1#p223673


Hope these ideas might help ! :)


PS: Please post some screenies if I've not adequately grasped the scenario you're describing. ;)

GaryGB
 
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Well ..... last night I started all over. I'm making a sign and some of the parts were not lined up with the Axis. Don't ask how I did that. I used the first setup type, Last night I used the architectural type with feet and inches. This time I was very careful about making them align.
I also signed up on that site so I'll be asking there too from now on.
Thanks GaryGB
 
Hi Joe:

I tend to use the same Template in Sketchup, but before starting to draw a model, I do this:


Sketchup Menu > Window > Model Info > Units:


Under Length Units...

Verify Format: Engineering (units in Feet) is set as measurement template, then...

  • Set "Precision" to 0.000'

  • Set "Enable length snapping" to .001'

Under Angle Units...

  • Set "Precision" to 0.000

  • Set "Enable angle snapping" to 1.000


Hope this helps ! :)

GaryGB
 
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The re-do went much faster. I went all the way to exporting it and the texture. I used jpg as the texture format and I got a texture for each face, not just one texture. Texture4 was the whole thing. This is a simple sign with two 6"x6" posts vertically and a 2"x4" border and a 4'x8' sheet of plywood. the texture is the same both sides. The textures generated were one for each face. Am I supposed to use all of them in the texture folder?
It showed fine in SU and in the ModelConverter but when I made a library for it and tryed to place it with Instant Scenery it doesn't show.
Would it be better to use a bmp for a texture?
 

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Hi Joe:

IIRC, FS doesn't load JPGs as textures for use on MDL files, aircraft etc., so one must use ex: ModelConverterX (aka "MCX") to manually oversee the conversion of the JPGs to an FS compatible bitmap image format... both by file extension type and file pixel array (ex: "powers of 2"). :idea:


So I'd advise using either *.BMPs with alpha transparency or DXT5 *.DDS as output file formats (use the MCX Material Editor and Mass Texture Editor tools on the MCX icon menu bar.

Then I'd use the MCX Draw Call Minimizer to consolidate textures onto as few sheets as possible.


NOTE: Bill Leaming (aka "n4gix") states that:

DXT3 is best for "Sharp Alpha"
DXT5 is best for "Gradient Alpha"


http://www.fsdeveloper.com/forum/showthread.php?t=4335



FYI: Personally I work with *.PNG image files for textures / materials inside Sketchup to avoid "lossy" changes in image quality when saved back to the file after edited, then I convert them in MCX before export to FS.

http://www.fsdeveloper.com/forum/showthread.php?t=22300&highlight=lossy

http://www.fsdeveloper.com/forum/showthread.php?t=63723&highlight=lossy



Of course, after MCX output to FS, one will also need to have a top folder with paired \Scenery \Texture sub-folders set active in FS scenery library for the models / libraries to be accessible to FS. ;)


PS: Nice looking sign ! :p


Hope this helps ! :)

GaryGB
 
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Thanks Gary ........ I'm starting again anew, this time with bmp as the texture. I think what happened was somewhere in the conversion from jpg to dds in the ModelConverter when the names were changed in the model, that didn't happen. I'm not sure about that but it just didn't show after making a library. I used the program that comes with fencebuilder to do that.
One thing ...... I sure am getting a lot of practice. I'm including a copy of the texture sheetr.
 

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I re-drew it again using a bmp for texture. I exported the sign as a dae. Ran the dae thru the modelconverter and converted the bmp to DDS. I then ran it thru the libraryMaker included in the Fencebuilder program and made a library with only the sign in it.
I am getting closer but I think there is an error in the converter to make the DDS. I thru all the bmps and all the DDS into the texture folder and I get no textures.
I do get the sign to appear in IS.
 

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Hi Joe:

No doubt you will master more than one route to completion through this learning process. :D


BTW: Have you considered using MCX to do the entire texture conversion... in 'one' of your test sessions ?


FYI: To see what is happening with the sign 'boat image' texture in the FBP scenery object library output BGL, you can import that BGL into MCX (change the file import extension type to *.BGL), then take a look at what the MCX "Material Editor" shows. ;)

Add the path to the textures for that library to MCX > Options Tab > Texture folder path list before importing the BGL, so MCX can display them. :idea:


You are indeed getting closer now! :)

GaryGB
 
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I have done that, still don't show. I just went back into MCX and re-converted all the textures to a different folder in DDS format. I saved the MDL to the same folder and compiled another bgl library to the same folder. I copied all to a working folder and got the same result, the textures don't show.
I have all in a zip that I'm including in this post. If you have time please look at it and see if you can find whats wrong.
Thanks GaryGB
 

Attachments

I found the problem .................:p
I had an old bgl in the scenery\global\scenery folder.

Did I say thanks? If not ..............
Thanks GaryGB
 

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Hi Joe:FYI: Removing / deleting a texture in a Sketchup model essentially replaces a currently applied texture with the default "invisible" texture:

1.) In Sketchup, 'select' all faces with textures to be "Deleted"

2.) Sketchup Menu > Paint Bucket > "Select" tab

3.) In the "Select" tab pick-list, choose "In Model"

4.) In Materials thumbnails, right-click on icon of currently applied material to be deleted from model (context menu pops up)

5.) In Materials thumbnail context menu, choose "Delete" (Y or N dialog pops up)

6.) In Materials context menu > "Delete" > 'Y or N dialog', click "Yes" to replace currently applied material with "default".

If you want to remove the texture from only 1 face (or a selection) just right click on the face, select Entity Info. You will get a popup window showing 2 rectangles with the textures applied respectively to the "outside" and "inside". Click on the one you want to change and you will get another popup displaying the available textures. There you can select to apply a different texture or the default material (square with white & purple triangles).

To repeat the operation for another face there is no need to close the popup window. Just select another face.
This little window is convenient to check what material is applied without having to visually check the backside of faces too.
 
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