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Simbol avatar image
Simbol asked FlyingRaccoon commented

1.18.13.0 Pink Textures

Hello,

With the new 1.18 update some of my colleagues are seeing pink textures only for some parts of our exported 3D models, however I see them perfectly fine on my environment (no pink textures, all loaded).

The 3DS Max Babylon exporter shows no errors or warnings, the MSFS console shows no errors or warnings when packaging the model. The most puzzled bit is why do I see them perfectly fine on my simulator? (1.18.13 fully updated.)

What can cause pink textures to be displayed? how can we debug possible causes? and why this happens now only after the update?

Thanks in advance,
Simbol

aircraft
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rhumbaflappy avatar image
rhumbaflappy answered Kaiii3 commented

I believe the pink indicates a missing texture. You may have used a texture that exists in another addon or update, and your end-users may not have that installed or updated?

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We confirmed the textures are there.. in hence why this is so weird and odd.. texture names are unique..


This is an internal project at the moment, in other words not public.

S.

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check the dev console for the "missing" texture entries. It might indicate a problem with the JSON file or the virtual filesystem
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Simbol avatar image
Simbol answered Simbol edited

We have triple checked and all textures are present. The pink values are now showing even on my sim after I performed a "clean package"..

I have tracked this down to some materials being set as "standard"... something is happening to the glTFLister and reports model texture not found, despite the textures are actually there.

Error on console:

glTFLister | Model texture not found in the texture directories: '..\TEXTURE\xxxxx.PNG' - for model: "\blabla\xxxxxxx.gltf'".


The texture name is there, 100% certain, I even renamed the texture inside 3DS to track down the issues, this was fine on the previous update.

The weird thing is, I have even changed all materials to flightsim.. and I still get 1 error as above.. I suspect the new virtual sim is having issues to understand the materials being saved by the babylon exporter.

This is a serious issue for our workload..

Regards,
Simbol


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Simbol avatar image
Simbol answered Simbol edited

*Update*

Using 3DS skyline PBR Materials causes the same behavior.. so clearly this is an issue between babylon exported + the new packaging tool in 1.18.x.

I would appreciate some guidence on the issue.. there are certain things we cannot do with normal flight-sim materials in hence why we use the PBR materials..

Thanks in advance,
Simbol

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ImpulseSimulations avatar image
ImpulseSimulations answered ImpulseSimulations commented

We're also having this issue, strangely a few models that share the same texture / tiles will work for example.

We have two Bus Stops with Mesh fencing, one works, the other doesn't. Shows a pink UV Grid texture. Both use the exact same texture file.

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It is the gLTF loader after the update 1.18.x. It just fails to find textures that are clearly inside the texture folder.


This happens during the package build process and you will see a warning on the console saying the texture cannot be found, despite the texture being there. The end result is such texture doesn't get converted to .DDS and copied to the package folder with the relevant .JSON file, resulting on pink missing textures.

If you convert the texture manually to .DDS and prepare a manual .Json file the models load fine without any pink textures.

So the fundamental issue seems to be with the gLTF loader during packaging "build" time, I think the issue is with "relative paths", it can't find ..\TEXTURE\*.* for some reason.

We need a fix for this.. the extra workload every-time I have to rebuild a package to create .DDS files and .JSON files manually is INSANE.

Regards.
Simbol

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we also found that if two developers have the same texture file name, for example "Glass.png" the sim seems to chose randomly which one is used if there are too many then it really has a spin out.


Would you mind sharing the steps for your fix, thankfully we only have a few buildings doing it.

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Simbol avatar image Simbol ImpulseSimulations ·
There is no fix, it is an extreme crazy work around I found after lots and lots of hours of trial and error.


You need convert the texture in question manually to .DDS and declare a Json file for that texture, just like the other Json files already present inside the destination package texture folder. What this does is just performing the steps (manually) of what the package builder and the gLTF reader should be doing automatically for you.


Bear in mind, every time you re-build the package, you need to do this again, for each texture giving you issues...


We need a proper solution / fix from Asobo. On a large project or a project that is still under development, this work around simple put is not viable.


Regards,
Simbol

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FlyingRaccoon avatar image
FlyingRaccoon answered ImpulseSimulations commented

@Simbol @ImpulseSimulations
Hello.
I have only seen pink textures on ground tiles while they're being generated at the moment.
Can one of you provide us with a package producing the issue so I can check what's happening here?
Sorry for the inconvenience.
Regards,
Sylvain

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Hi Sylvian

Thanks for the help. I am currently away from my dev PC, but It is pretty easy to replicate:

Take the DA-62 sample. Create a new PBR Skyline material and apply the albedo texture for the flightsim material fuselage.

Change the fuselage to the new material, export, clean and re-built the package inside MSFS. you will see the warnings inside the console.

Regards,
Simbol

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Simbol avatar image
Simbol answered FlyingRaccoon commented

Hi @FlyingRaccon, where you able to replicate it? If you still need a sample let me know and I will prepare one next week when I am back at my dev Pc.


Regards,

Simbol

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Hi @Simbol.

Wasn't able to replicate it yet. A sample would definitely help!
Thanks you.
Regards,
Sylvain

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Simbol avatar image Simbol FlyingRaccoon ♦♦ ·
Ok I will prepare one, but I think impulseSimulation posted a sample.
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yorgosGK avatar image
yorgosGK answered

I had a checkered pink texture after SU5, I scrapped the entire gLTF folder in my modelLib, re exported from blender with a new name so it got a new GUID and then I built with the external builder tool and it worked in sim. This model did not share any texture sets with any other other. It was just 100% randomly only on this model. Super weird. But not surprised at all.

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vpilotfs avatar image
vpilotfs answered

I had a similar problem. I fixed by opening the model with modelconverterx, saved the textures with a different name (prefix with model name), saved the model (overwrote it) and built the project again in the SDK.

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FlyingRaccoon avatar image
FlyingRaccoon answered ImpulseSimulations commented

Hello

Here's a beginning of answer coming from the @ImpulseSimulations sample analysis
When checking the console after the package was loaded, here's one of the few messages I found :
VFS Bitmap Loader | Attempt to load texture for incompatible texture slots. This is not supported; please duplicate your texture: 'vfs://impulsesimulations-airport-ypad-adelaideinternational/scenery/texture/CONCRETE2_ALBEDO.PNG.DDS'.

I guess this texture is one of those used on the objects rendered in pink?

What this message means is that you're using a single texture for multiple incompatible slots.
When converting from your texture format to the final dds format, the way the texture is compressed and used depends on the slot and material it's targeted for.
For instance, if you have a texture that is used on 2 slots with different compression formats, the engine will only be able to create a dds matching one of those 2 cases and will report that warning in the second case, asking you to create a different texture.

Can you confirm doing so solves your issues?

Additionally, loading your package also shows some warnings about the layout:
File size mismatch between layout and disk for 'impulsesimulations-airport-ypad-adelaideinternational\SimObjects\Misc\IMS_WindsockWhite\model\YPAD_IMS_WindsockLOD00.gltf' (layout: 63602, disk: 63651)

This means you modified your package content after it was built. You want to avoid that. :)

@Simbol Your console output being different, you can also send a sample so I can check why your texture is not found

Hope this helps.
Regards,
Sylvain

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Hi Sylvain,


I just got home.

I am installing the latest SDK just in case with verison .14, this is not an issue, however as soon as I install the .14 version, Max 2020 crashes on load.. unistalling the SDK and reverting to .13 allows me to open 3D Max 2020 fine..

I am updating now 3Ds to see if with the latest version available this is not an issue, but this is preventing me from creating the sample at the moment..

I might post the sample tomorrow depending on result.

Thanks for all your help with this.

Regards,

Raul

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Hi Sylvain,

I forgot this ones was modified after we built it.
This was due to troubleshooting if the textures were being converted incorrectly.

As for the textures, most of our airport shares the same textures on buildings and several buildings use the same texture multiple times.

Prior to SU5 this was not an issue, just something that appeared with the latest version.
I have attached a photo of something that one of our devs experienced today. the roof uses the same texture the whole way across, same material, same properties etc. 3/4 Panels are working, 4th experiences the issue we're facing at ypad.

You can also see the walls being the same, Right and left sides, visible in the photo are the same material and texture, one loads, other doesn't.


225760295-425072572054028-2846467152138174613-n.png


Another thing we found testing a project for another dev, is that since the last update if two textures are name the same in different packages, the sim seems to select whichever it wants.
Photo Below, this is Aldinga by AUScene. Uses a texture called Glass.PNG.DDS in the final build. Fly Tampa's YSSY also has the same named texture (Glass.PNG.DDS) , causing the sim to do this.


227295230-857732081837225-5303010658311052514-n.jpg

Sim has pulled it at random meaning that the project doesn't appear to be constrained to it's own resources anymore.

Our building at YPAD the Vickers Vimy Museum is the only place that specific brick texture is used, it's only used once on the building and all has the same texture, (Located at the end of the terminal) this also broke after the latest update.

I must add, that YPAD worked after the update. We noticed the issue after doing a clean build after doing some apron edits. Our old package is still fine.

All textures that are in the build are in the texture folder and being exported to the final build folder, so it can't be missing.

Thankyou for your time in looking into this, your suggestion hasn't worked as changing the texture and material to a new one not used anywhere else had the same result.


P.S I posted the download two days ago for moderators only, didn't appear that you could see it. :)

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> Sim has pulled it at random meaning that the project doesn't appear to be constrained to it's own resources anymore.

I've found a bug because of this, big oops. This will be fixed in a future update (but requires some testing on our end first). This only bug only applies to textures, by the way, nothing else.

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That's not what the bgl analysis tells me. Looking for the the usage of the BRICK_WALL_COMP.PNG.DDS texture that also triggers the VFS Bitmap Loader warning, I found at least 5 materials using it:

- BRICKS BLUE GREY : Metal_Roughness_AO & Decal channel

- RED BRICK 2 : Metal_Roughness_AO

- BRICK WALLS : Metal_Roughness_AO

- BRICKS : Metal_Roughness_AO

- BRICK : Metal_Roughness_AO

The main issue here is with the texture being used for both the M_R_AO and Decal channel, causing the problem I explained above.


If this layout doesn't match what you configured in your scenery, this might be a bug at the BGL generation step but I'll need your source package to investigate further.

Can you try creating a private comment and tag me using @ ?
I am able to see other private comments so I'm surprised I missed yours.

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Simbol avatar image
Simbol answered Simbol commented

Hi Sylvain,

I have now created a sample project with the result below, as you can see 2 textures load perfect while 1 doesn't. If I convert the texture manually to .DDS and create the Json file manually it loads fine..


1627991294938.png

This is using 3ds max 2020, SDK 0.14 and MSFS 1.18.14.0

I will upload the full package shortly.

Regards,

Raul


1627991294938.png (4.4 MiB)
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Your method has fixed some of our buildings, sadly not all. but certainly isn't an effective workflow.


On another note @FlyingRaccoon,
Replied privately if you can see it. Also since the last update we're not able to update the GLTF and see it almost instantly. @Simbol have you also had that issue?

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Simbol avatar image Simbol ImpulseSimulations ·
Hi m8,


Tell me about..

I always hit build package, and everything reloads automatically for me.

The only issue is the pink textures, which will re-appear if I clean the package..

I sent Sylvain an example yesterday, hopefully this will help to track down the causes and get it resolved.

Best,

S.

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