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P3D v4 Why Are There White Streaks In The Bricks When Zoomed Out

Messages
1,267
Hi Arno,

Take a look at this close up view of bricks:

Bricks_1.jpg


It all looks fine, but notice what happens when I zoom out from the terminal:


Bricks_2.jpg



It has thick bands of white streaks as though they were painted on the bricks, and it gets worse when I zoom out even more. What is causing this and is there anything I can do to fix that?

Ken.
 
Looks like a very good texture source image, with a substantial extent of physical coverage extent, and minimal repetitiveness of the image in brick patterns.

I'm not sure what happens to it, when it gets displayed in MCX 3D preview zoomed out.


As this raises questions of UV maps, tiling, and image repetition, Arno (and me) would be better able to help, if you attach a link to the project source files.


Is this something you imported to MCX as a KMZ output by Sketchup, ...or as a different 3D export file format instead ? :scratchch

GaryGB
 
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Looks like a very good texture source image, with a substantial extent of physical coverage extent.

Yes, it does look good. I downloaded it from Sketchup Textures.

I'm not sure what happens to it, when it gets displayed in MCX 3D preview.

It looks fine when you're close to it. It just does that when you're far from it.

I think Arno and I both would be better able to help, if you attach a link to this part of the project.

Okay. I don't know why I forgot to link that project.

Is this something you imported to MCX as a KMZ output by Sketchup, ...or as a different 3D export file format instead ? :scratchch

I exported it from Sketchup as a collada file, or .dae This is a satellite terminal at KDFW where CRJs park. I'll post the file shortly.

Ken.
 
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Hi Gary,

Here's the link to the sketchup file. By the way, those white streaks also show up in the simulator. I hope this is the format you wanted:

 
Hi Ken:

MCX zoomed out is showing "Moire" anomalies in 3D preview.

https://www.google.com/search?q=FSX+"Moire"+anomalies+without+MIPMAPs&sca_esv=ca0ac730e1a720b1&source=hp&ei=W2Hcaeb3OMuTruEPzb6IyAg&iflsig=AFdpzrgAAAAAadxva_Tu4RTWA9xxyph6IBa7ynXkR6hH&ved=0ahUKEwimkdTk7-mTAxXLiSsGHU0fAokQ4dUDCBY&uact=5&oq=FSX+"Moire"+anomalies+without+MIPMAPs&gs_lp=Egdnd3Mtd2l6IiVGU1ggIk1vaXJlIiBhbm9tYWxpZXMgd2l0aG91dCBNSVBNQVBzMgUQIRigATIFECEYoAFIk4wBUNsPWJ-GAXABeACQAQCYAY4BoAG8EKoBBTEwLjExuAEDyAEA-AEB-AECmAIWoAKtE6gCCsICChAAGAMYjwEY6gLCAhEQLhiABBixAxiDARjHARjRA8ICCBAAGIAEGLEDwgIOEC4YgAQYsQMYxwEY0QPCAg4QABiABBiKBRixAxiDAcICCxAAGIAEGLEDGIMBwgIFEAAYgATCAgsQLhiABBjHARjRA8ICCxAuGIAEGLEDGIMBwgIIEC4YgAQYsQPCAggQLhiABBjlBMICBRAhGKsCmAMV8QX2UsstQvbzV5IHBDQuMTigB9ZOsgcEMy4xOLgHmBPCBwowLjEuMTEuNi40yAfZAYAIAQ&sclient=gws-wiz


It may be this is due to a lack of MIPMAPs in the mapped textures, as AFAIK, MCX does not make MIPs automatically just for an initial 3D preview mode.


If you export for FS2Kx, MCX should create MIPMAPs during conversion of the mapped texture Material to DDS (for FSX / P3D).

Try processing the 3D model for export from MCX as scenery after using Material Editor to convert the mapped texture Material to DDS.

https://www.google.com/search?q=site:+www.fsdeveloper.com+GaryGB+MCX+Material+Editor+Texture+path&sca_esv=ca0ac730e1a720b1&source=hp&ei=AGLcaZ-8HcvomLQP2OKG-Q8&iflsig=AFdpzrgAAAAAadxwEIq6jej5iUqhh745UUG8_K-OA5PQ&ved=0ahUKEwifvI-z8OmTAxVLNIYAHVixIf8Q4dUDCBY&uact=5&oq=site:+www.fsdeveloper.com+GaryGB+MCX+Material+Editor+Texture+path&gs_lp=Egdnd3Mtd2l6IkFzaXRlOiB3d3cuZnNkZXZlbG9wZXIuY29tIEdhcnlHQiBNQ1ggTWF0ZXJpYWwgRWRpdG9yIFRleHR1cmUgcGF0aEjs7AFQ1QlY7uYBcAd4AJABAJgBjgGgAfktqgEFMTEuNDG4AQPIAQD4AQH4AQKYAjegArUyqAIKwgIKEC4YAxiPARjqAsICChAAGAMYjwEY6gLCAgsQABiABBiKBRiRAsICDhAuGIAEGLEDGMcBGNEDwgIREC4YgAQYsQMYgwEYxwEY0QPCAgUQLhiABMICCxAuGMcBGNEDGIAEwgIOEC4YgAQYigUYsQMYgwHCAgoQABiABBiKBRhDwgIIEC4YsQMYgATCAggQABiABBixA8ICERAuGIAEGIoFGJECGMcBGNEDwgINEAAYgAQYigUYQxixA8ICBRAAGIAEwgILEC4YgAQYxwEY0QPCAgsQLhivARjHARiABMICCxAAGIAEGLEDGIMBwgIFECEYoAHCAgUQIRirAsICBxAhGAoYoAGYAx_xBRW3_9CHMAzekgcFMTIuNDOgB6KDArIHBDUuNDO4B6cxwgcLMC4xLjI0LjI3LjPIB-8DgAgB&sclient=gws-wiz

Then re-import the 3D model from the compiled BGL and MCX should display MIPMAPs inside converted DDS texture Materials ...without "Moire" anomalies.

GaryGB
 
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Hi,

As Gary said the moire effect is common on such textures. You might even see it in the sim. Adding mip maps to the texture can help to reduce the effect.
 
Hi,

As Gary said the moire effect is common on such textures. You might even see it in the sim. Adding mip maps to the texture can help to reduce the effect.

Hi Arno,

I've never done mipmaps before. Is there a section in the manual that will explain how?

Ken.
 
It may be this is due to a lack of MIPMAPs in the mapped textures, as AFAIK, MCX does not make MIPs automatically just for an initial 3D preview mode.


If you export for FS2Kx, MCX should create MIPMAPs during conversion of the mapped texture Material to DDS (for FSX / P3D).

Try processing the 3D model for export from MCX as scenery after using Material Editor to convert the mapped texture Material to DDS.

https://www.google.com/search?q=site:+www.fsdeveloper.com+GaryGB+MCX+Material+Editor+Texture+path&sca_esv=ca0ac730e1a720b1&source=hp&ei=AGLcaZ-8HcvomLQP2OKG-Q8&iflsig=AFdpzrgAAAAAadxwEIq6jej5iUqhh745UUG8_K-OA5PQ&ved=0ahUKEwifvI-z8OmTAxVLNIYAHVixIf8Q4dUDCBY&uact=5&oq=site:+www.fsdeveloper.com+GaryGB+MCX+Material+Editor+Texture+path&gs_lp=Egdnd3Mtd2l6IkFzaXRlOiB3d3cuZnNkZXZlbG9wZXIuY29tIEdhcnlHQiBNQ1ggTWF0ZXJpYWwgRWRpdG9yIFRleHR1cmUgcGF0aEjs7AFQ1QlY7uYBcAd4AJABAJgBjgGgAfktqgEFMTEuNDG4AQPIAQD4AQH4AQKYAjegArUyqAIKwgIKEC4YAxiPARjqAsICChAAGAMYjwEY6gLCAgsQABiABBiKBRiRAsICDhAuGIAEGLEDGMcBGNEDwgIREC4YgAQYsQMYgwEYxwEY0QPCAgUQLhiABMICCxAuGMcBGNEDGIAEwgIOEC4YgAQYigUYsQMYgwHCAgoQABiABBiKBRhDwgIIEC4YsQMYgATCAggQABiABBixA8ICERAuGIAEGIoFGJECGMcBGNEDwgINEAAYgAQYigUYQxixA8ICBRAAGIAEwgILEC4YgAQYxwEY0QPCAgsQLhivARjHARiABMICCxAAGIAEGLEDGIMBwgIFECEYoAHCAgUQIRirAsICBxAhGAoYoAGYAx_xBRW3_9CHMAzekgcFMTIuNDOgB6KDArIHBDUuNDO4B6cxwgcLMC4xLjI0LjI3LjPIB-8DgAgB&sclient=gws-wiz

Then re-import the 3D model from the compiled BGL and MCX should display MIPMAPs inside converted DDS texture Materials ...without "Moire" anomalies.

Hi Arno,

I've never done mipmaps before. Is there a section in the manual that will explain how?

Ken.

Please click the links I provide on Google; while I am generally not an AI advocate, Google's AI has proved useful in summarizing MCX' workflows.

https://www.google.com/search?q=site:+www.fsdeveloper.com+MCX+Material+Editor+MIPMAPs&sca_esv=bda6d699078b0aed&source=hp&ei=4dHcadupO_bA0PEPzZeFyAs&iflsig=AFdpzrgAAAAAadzf8Ws1JMwl-gzGdkWfqY8EseJX6-21&ved=0ahUKEwibnrmM2-qTAxV2IDQIHc1LAbkQ4dUDCBY&uact=5&oq=site:+www.fsdeveloper.com+MCX+Material+Editor+MIPMAPs&gs_lp=Egdnd3Mtd2l6IjVzaXRlOiB3d3cuZnNkZXZlbG9wZXIuY29tIE1DWCBNYXRlcmlhbCBFZGl0b3IgTUlQTUFQczIFECEYoAEyBRAhGKABMgUQIRigAUj9gwNQ5UlYr-UCcAF4AJABAJgBgAGgAfsaqgEFMjMuMTK4AQPIAQD4AQH4AQKYAiSgApIgqAIKwgIKEAAYAxiPARjqAsICCxAAGIAEGIoFGJECwgIKEAAYgAQYigUYQ8ICEBAuGIAEGIoFGEMYxwEY0QPCAg0QABiABBiKBRhDGLEDwgITEC4YgAQYigUYQxixAxjHARjRA8ICCBAAGIAEGLEDwgIIEC4YsQMYgATCAgUQABiABMICERAuGIAEGLEDGIMBGMcBGNEDwgILEC4YgAQYxwEY0QPCAg4QLhiABBixAxjHARjRA8ICBhAAGAMYCsICCxAuGK8BGMcBGIAEwgILEAAYgAQYsQMYgwHCAgUQIRirApgDG_EFL366uP8VNhWSBwQ1LjMxoAeEkwGyBwQ0LjMxuAf3H8IHCTItMTYuMTYuNMgH4AKACAE&sclient=gws-wiz


Arno explained this info in detail as recently as 2023:

It turned out that for all those years the way ModelConverterX handles the mipmaps of textures was not really correct. So in the last version of ModelConverterX there are a number of changes that improve this. These include:

  • Mipmaps are read correctly from DDS and DXTBMP files, instead of being calculated internally by ModelConverterX.
  • Mipmaps are saved to DDS and DXTBMP files based on the data that was loaded, instead of being calculated by ModelConverterX. This means that if you modified some mip levels that data is not being lost when exporting a texture file from ModelConverterX.
  • The Texture Converter form has a dropdown menu now where you can select which mip level you want to see, that way you can inspect the different levels.
  • And last, but not least, the preview in ModelConverterX uses the mipmap data correctly now when rendering the preview of the object.

The video below also shows most of these changes.

Continue reading...

Note that Arno states:

* Mipmaps are read correctly from DDS and DXTBMP files, instead of being calculated internally by ModelConverterX.

* Mipmaps are saved to DDS and DXTBMP files based on the data that was loaded, instead of being calculated by ModelConverterX.

* the preview in ModelConverterX uses the mipmap data correctly now when rendering the preview of the object


Note that Arno does not 'directly' state:

* the preview in ModelConverterX uses the mipmap data correctly now when rendering the preview of the object, but does not calculate them for the preview of the object.

* the preview in ModelConverterX only displays MIPMAPS for objects that already have them, and does not automatically create them for objects during import


AFAIK, an issue many have with MCX preview mode performance is the time it takes to render individual objects when they are complex (especially if they use PBR).

Arno is doing us a favor if he minimizes MCX' time spent processing objects for preview mode during initial import, in BGLs containing many objects.


However, I think Arno could do us another favor by adding (1) more checkbox to MCX' pre-scan 'selection' options for MCX to allow us to request forced MIPMAPs for preview ("Force Preview MIPMAPs") on selected objects in the MCX initial pre-scan query. :idea:

https://www.fsdeveloper.com/forum/threads/single-asset-decompilation-suggestion.460718/post-939077


That would likely compel MCX to use a temporary work folder system (which it already uses when processing certain exports ?) ...so that MIPMAPs will be created- (in the original existing texture Material file format of the object), and seen- during import of 'selected' objects.

Many FS Devlopers use MCX' progressive feature set to see a 3D rendered preview that is closest to any FS version, and to plan a task list. ;)

GaryGB
 
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Hi,

I still do not get this. I've read the links posted, and they do not explain in detail all the steps I need to take to make a mipmap texture. I tried to add mipmap using the Texture Converter, and when I click the Convert button, the texture turns blue. I saved that texture and exported the model. When I launched flight simulator, my model no longer shows up in flight simulator, and is completely gone. I think the google AI link posted applies to textures that already have been mipmaped. My texture is not a mipmap, and I have not found all the steps I need to take to make this work. I import my model as a dae file in MCX. Then I open the material editor, which does not have any button to allow me to add mipmaps to a texture, but google AI tells you to use the material editor rather then Texture Converter, which are 2 separate things. I've also noticed that every time I click on that same posted link, I get different suggestions on the same topic. I still do not understand how to do this. What I've tried so far does not work.

Ken.
 
Hi Ken:

I mis-identified what I assumed was threads Google found containing prior tutorials by me on use of MCX Material Editor to convert textures to a specified output format.


Incidental to chasing my own links, I see that Google AI stated it only included results from 2024 to the current date in 2026 in its report.


I knew I had previously discussed with you, the MCX Material Editor texture conversion workflow, and have found a thread post you may wish to start reviewing.

I do not have much time free today, as I am helping someone with tax-filing commitments using a Windows 11 boot USB for software that no longer works on Win 10. :banghead:

So I do not have access to my Windows 10 configuration and installation of various FS / P3D versions to refer to. :pushpin:


Try starting with a review of this old thread from 2015 (you will of course need to substitute your current 3D model and P3D version under discussion above in the OP).:

https://www.fsdeveloper.com/forum/threads/decompiling-a-bgl-file.434183/post-719619


FYI: IIUC, that thread was closed to enforce keeping threads to a practical minimal limited size, so I can only 'quote' the post in question via Windows clipboard functions:


" When MCX is properly installed and configured on your development computer:


1.) MCX Menu > Import > [Open dialog]

a.) Set import type to {"Google Earth File (*.KMZ)"}

b.) Browse / Select / Open ex: [your KBHM_terminal_BC_Model_file_name.KMZ] ...just exported from Sketchup above


< MCX should now import the model and eventually display a 3D preview with textures >



2.) MCX Icon Bar 'Top Row' > click 7th Icon from Left end > [Material Editor dialog]


a.) In [Material Editor dialog] > [Properties Tab] > Material Editor Menu > click ["All" button]


NOTE: [Material Editor dialog] > [Properties] [Textures] [Draw Calls] [ Optimize] tabs ...are all at the bottom;


b.) In [Material Editor dialog] > [Textures Tab] > Material Editor Menu > set Texture Folder output path ex:

[FSX install path]\Addon Scenery\[your KBHM_terminal_BC_Model_file_name]\Texture


c.) In [Material Editor dialog] > [Textures tab] > Material Editor Menu > set Texture type to {"DDS"}


d.) In [Material Editor dialog] > [Textures tab] > Material Editor Menu > click ["Resize all to Power of 2" button]


e.) In [Material Editor dialog] > [Textures tab] > Material Editor Menu > click ["Save Textures"] button.



3.) Close [Material Editor dialog]


4.) MCX Menu > Export Scenery > [Save as dialog]

a.) set Scenery Folder output path ex:

[FSX install path]\Addon Scenery\[your KBHM_terminal_BC_Model_file_name]\Scenery


b.) set Save As 'Type' to: {FSX BGL file (*.BGL)}

c.) set Save As 'File name' to ex: [your KBHM_terminal_BC_Model_file_name].BGL


< You have now exported your KBHM terminal model to be displayed in FSX >:cool:



NOTE: If you wish to inspect (within MCX) the resulting exported / converted KBHM terminal model inside ex:

[FSX install path]\Addon Scenery\[your KBHM_terminal_BC_Model_file_name]\Scenery\[your KBHM_terminal_BC_Model_file_name].BGL


1.) MCX Menu > Import > [Open dialog]

a.) Set import type to {"FS BGL object (*.BGL)"}

b.) Browse / Select / Open ex: [your KBHM_terminal_BC_Model_file_name.BGL] ...just exported from Sketchup


< MCX should now import the 'converted' model and display a 3D preview with textures (with no errors !) >


Let me know how the above process works for you. :)"



Also, please review this info:

https://www.google.com/search?q=site:+www.fsdeveloper.com+MCX+Material+Editor+add+MIPMAP&sca_esv=76d22973dcec555c&source=hp&ei=JU_eadS8FZuqruEP8ZqCyAw&iflsig=AFdpzrgAAAAAad5dNaMQmCPDjgM4T7IpZ5u2fuxp-mV1&ved=0ahUKEwiU467Zxu2TAxUblSsGHXGNAMkQ4dUDCCw&uact=5&oq=site:+www.fsdeveloper.com+MCX+Material+Editor+add+MIPMAP&gs_lp=Egdnd3Mtd2l6IjhzaXRlOiB3d3cuZnNkZXZlbG9wZXIuY29tIE1DWCBNYXRlcmlhbCBFZGl0b3IgYWRkIE1JUE1BUEiI0wFQAFj-zAFwAHgAkAEBmAGjAaAB1CCqAQUxNS4yNbgBA8gBAPgBAfgBApgCFKAChhTCAgsQABiABBiKBRiRAsICChAAGIAEGIoFGEPCAg4QABiABBiKBRixAxiDAcICERAuGIAEGLEDGIMBGMcBGNEDwgIOEC4YgAQYsQMYxwEY0QPCAgUQLhiABMICCxAuGMcBGNEDGIAEwgILEAAYgAQYsQMYgwHCAggQLhixAxiABMICCBAAGIAEGLEDwgILEC4YgAQYsQMYgwHCAgUQABiABMICCxAuGIAEGMcBGNEDwgIGEAAYAxgKwgILEC4YrwEYxwEYgATCAgQQABgDwgIFECEYoAHCAggQABiABBiiBMICBRAAGO8FwgIFECEYqwKYAwCSBwQzLjE3oAesc7IHBDMuMTe4B4YUwgcHMi05LjguM8gH4QGACAE&sclient=gws-wiz


To be certain MCX successfully added MIPMAPs to your output textures, re-import and inspect the exported 3D model in MCX' 3D preview to see if the Moire anomaly has abated.


You can also view the MCX brick texture output DDS, using FSX or P3D SDK ImageTool and display the MIPMAPs via the proper menu option in that SDK utility.

C:\Program Files (x86)\Lockheed Martin\Prepar3D SDK 1.4.4747.0\Environment Kit\Terrain SDK\ImageTool.exe


NOTE: I do not recommend use of Martin Wright's DXTBmp.exe except by very experienced users (who also have very good memories ;) )


I'll check back on this thread after I get some more time free from other commitments.

GaryGB
 
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You could try this: Simple Texture Converter But I think the real problem is the texture itself. I has a repeatable variation of brightness within the texture itself, and that will display when mapped over a large area.
 
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