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yorgosGK avatar image
yorgosGK asked anarkia2004tj commented

My MaterialLib/Aprons are displaying incorrect images after SU5 update

I have been working on a project for months without any issues. I downloaded SU5 and went to load in my project and many aprons are displaying the wrong image (in the sims dev mode and on the Albedo bitmap preview thumbnail). The comp.pngs are all fine...

When I hover over the thumbnail the PATH of the file is correct - just not the actual visual element of it. Furthermore - since the actual DATA is correct my export is flawless and as it should be. It just chokes or glitches when in dev mode. I cant even make a new material as when I select my PNG it displays the image completely wrong, it shows me a random file in my materialLib.

See below, its showing me a random image and NOT Final 56 v5.png. Its also rendering it like that in dev mode on the Apron but NOT on the export...

Ive tried to reconnect a new materialLib, delete and rebring my aprons, clean package, cleaned .nzz files, rolled back GPU drivers, re installed MSFS and NOTHING is working...

I can only BUILD then "load in this asset" then it all SEEMS fine however then I cannot add my own new material without the issue.


screenshot-7.jpg


scenerybugdevmodematerials
screenshot-7.jpg (219.1 KiB)
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@yorgosGK

Hello.
I haven't seen similar issues yet. Can you provide us with a package producing the issue so we can check what's happening? (Put it in a private comment)
Thank you

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dadpash avatar image
dadpash answered

Same problem!!!! All my custom markings are gone, all aprons are gone. MaterialLib shows the wrong preview on the apron/albedo error2.png


error2.png (2.3 MiB)
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yorgosGK avatar image
yorgosGK answered

For the record on RTX 3080 with 471.41. Also tried the 2 previous builds. Same outcome. I need to not have my MaterialLib connected to my definitions in order to load in my BGL without issues. Then of course I dont have a lib to add new ones and work.....super frustrating.

Anything from admins or mods/sups/support team?

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yorgosGK avatar image
yorgosGK answered

When your MaterialLib has a C:\ it loads in fine but then you cannot make a new material since its not in your editor.

When you make your link to your asset group relatively (so no C:\ on the path) it completely kills my apron textures.

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yorgosGK avatar image
yorgosGK answered yorgosGK commented

Update:

I seemed to have found a work around that at least allows you to continue to work sorta.

You need to load in the project at the menus then "kill" your existing materialLib b4 you load in your BGL. Then it loads with no issues. Then you need to add a second materialLib and you can actually add textures. Make sure you dont build the scene unless you reconnect your old materialLibs back via the definitions externally. I have been doing this now and it seems to be working okay.

This really needs to get fixed asap. Or at least an acknowledgment.

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Hello.


I've seen this post and will investigate as soon as I have some time available.

Regards,
Sylvain

1 Like 1 ·
yorgosGK avatar image yorgosGK FlyingRaccoon ♦♦ ·
Thank you Sylvain for following up here and looking into this. Just would like to add - the export is 100% accurate and this only happens in editor mode. You can also delete the material and add a net new one - the thumbnail will still be different and it will also show differently on the apron.
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I don't understand your explanation, it would be very helpful to understand what you did to try and continue with the work.

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yorgosGK avatar image yorgosGK TDM_SceneryDesign ·
Re select your MaterialLib asset package in game after project airport.xml is open - then it will put a C:\ infront of the path - then load in the BLG into editor. Should load it all fine.


Please report back as no other workstation confirmed this worked for them.

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Hello, I may be misunderstanding or doing it wrong.

I don't speak English well and the translator doesn't do a good job either, so it's hard for me to understand what you are telling me to do.

But I think I've tried and I can't get any result.

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anarkia2004tj avatar image
anarkia2004tj answered

I have the same issue as you, and it is also causing some existing materials to not display at all. As with you, when I build and load MSFS everything is fine. I would also love for this to be looked at, as it is very difficult to use the editor.

cun.jpg


cun.jpg (768.5 KiB)
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TDM_SceneryDesign avatar image
TDM_SceneryDesign answered FlyingRaccoon commented

Exactly the same problem here.

My comunity folder is empty, I don't have any MOD/ADDON installed, I get ghost textures that are not in my material library, they are materials that maybe I use in other projects, but they are not installed in my simulator, where do these textures come from?

Please it is urgent, we need help with this.

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My current partial fix is

1. Clean folders named something like “&PC&” and “scenery index” in cache folder.

2. Clean all “packages” and “packagesint” in project folder

3. Restart the project and Import materials one by one, but may show ghost again after several inputs.

4.Use apron or painted line to introduce the target materials in a temporary place. If it pops ghost one, disregard.

5. build the package and put them into community folder.

6. Before restart sim, do the step 1 and 2 again.

7.Check the built package in sim if it’s correct. If it’s correct then duplicate the apron or painted line to continue the project.


Not sure if help, but that’s my current walk around.

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Hello.

I was not able to repro this on a project created from scratch so that must be depending on the context.
Can you provide me with the package you're editing in that video as well as the package the ghost material is coming from?
I'll try to do the exact same steps.

Regards,
Sylvain

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TDM_SceneryDesign avatar image TDM_SceneryDesign FlyingRaccoon ♦♦ ·

Hi, I already sent you the package in the other thread about the projected mesh.

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@TDM_SceneryDesign The package you sent me doesn't contain the material library you're showing in the video. There's just an ArtProj and BGL.

Adding my own material library in this package and defining my own materials didn't cause this bug to appear so I'm still failing to reproduce the issue.

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FlyingRaccoon avatar image
FlyingRaccoon answered TDM_SceneryDesign commented

Hello.
I'm still unable to reproduce the issue at the moment.
If anyone can provide a package showing the issue, we are interested. (as well as the package your materials are conflicting with if necessary)

Regards,
Sylvain

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hello, I will prepare a new package with the bookstore and I will send it to you during the day.

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TDM_SceneryDesign avatar image
TDM_SceneryDesign answered TDM_SceneryDesign commented

@yorgosGK @FlyingRaccoon


Good afternoon dear colleagues.
After reading this post:
"Hello
I'm still unable to reproduce the issue at the moment.
If anyone can provide a package showing the issue, we are interested. (as well as the package your materials are conflicting with if necessary)

Regards,
Sylvain"


I was curious to do the following.

I made a copy of all my other finished projects or where I was using my own materials on an external drive and disconnected it from my PC, I removed all traces of those projects from the drives I was working on.

I have created a new Asset with a different name than the ones used before (I must say that I was using the same name in the previous projects) and I have loaded the texture folder with the textures I needed but changing the name (I was using the same name in other projects) and now I have no problems loading the material.

this is very strange, it is as if the simulator detects all the projects or the library.xml or something similar on your PC and goes crazy, I can't find any other explanation.

Whenever I work I have the community folders empty, I have absolutely nothing installed, so it was unbelievable that these ghost materials appeared, and of all that I explain above I do not know what was the solution because I did it all at once, but I want to believe that the real solution was to remove from my PC all traces of projects from other airports where I am using a library.

So I can say that for now the problem is solved, maybe that's why @Sylvain could not reproduce the problem, because in his PC there is no trace of our projects where materials were used.



microsoft-flight-simulator-screenshot-20210816-170.jpg

microsoft-flight-simulator-screenshot-20210816-170.jpg


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Hello


What I know for sure is that you're going to have issues if you are loading multiple material libraries with the same name and path.

But this will happen only if both are loaded so a different project that you haven't opened should not conflict. If this is the case and your material library is conflicting with another project that's not even loaded in the game, then it's a bug and it's worth investigating.

Regards,
Sylvain

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yorgosGK avatar image yorgosGK FlyingRaccoon ♦♦ ·
Flyingraccon this also happens when I start a fresh SU5 project and a fresh MasterialLib with a net new path. When the assetDir path is selected in the sim and a C:\ is in the address its fine. When you have a non relative path (so entered from a definitions.xml) the Library is connected and then you actually see the problem. All sample definitions are all relative paths but in the game when you select the assetDir of the materialLib it adds a C:\.


Not sure if this has anything to do with things but when I have a non C:\ path (so not selected within the game), I get this issue. When I select the AssetDir in the sim and the C:\ is added - all the aprons and thumbnails load fine but then it means I dont have my MaterailLib "connected" or "mounted" so I cannot add a net-new material to the package.


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TDM_SceneryDesign avatar image TDM_SceneryDesign FlyingRaccoon ♦♦ ·

this is a disaster, I leave a message below.

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TDM_SceneryDesign avatar image
TDM_SceneryDesign answered TDM_SceneryDesign commented

@yorgosGK @FlyingRaccoon


Hi again guys, it really was a false alarm.
For some reason I loaded the material I wanted to test well, but when I loaded more materials everything broke again.

My illusion and belief that I could continue with the project just went to disaster.
I leave a video for you to see what happens.

And I repeat:

* there is absolutely nothing installed in my simulator in the community folders, neither official nor third party.

* I have no traces of other projects on my PC.

* Everything has absolutely new names

* yes, the materials that you are showing are created by me for airports that are already finished but they are not in my PC nor installed.


now I'm really stuck, I don't know how to move forward.

https://drive.google.com/file/d/1JcSHYPa5gO0_HwdDaAbIJ82FPogZfpfb/view?usp=sharing

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@FlyingRaccoon I am loading the new project with the library of materials created to send it privately.


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rhumbaflappy avatar image
rhumbaflappy answered rhumbaflappy commented

I see there has been a change in how materials are made. The .material files are now Version="1.4.0" the were Version="1.3.0" . I'm not sure when the change was made but I suspect SU5.

Version="1.4.0" expects the .png and .png,Flags files in the root materials folder rather than in a separate Texture folder. Not sure if this is causing some problems with loading older projects into the SU5 DevMode, or it's compilation.

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my materials are inside a "textures" folder, why do you suppose it shouldn't be there, can you explain this a little better?

thank you very much.

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rhumbaflappy avatar image rhumbaflappy TDM_SceneryDesign ·

Version 1.3.0:

before.png


version 1.4.0:
after.png


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before.png (84.2 KiB)
after.png (81.3 KiB)

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