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mamudesign avatar image
mamudesign asked NZ255 commented

Gltf online edit

Gltf "RealTime" does not work as expected

According to comments in this topic

https://devsupport.flightsimulator.com/questions/1410/editor-problems-11830.html

I think this deserves a "split"


I came across the same issue, unable to edit gltf either on the fly or by build all/Close project e re open

BUT i noticed that the feature Is broken only for older models.

I slammed a fresh One in the project and i could edit the latter as before

Also noticed in console a info regarding changes from gtlf version 6 to 7 (could be something different, forgot to write down details)

My bet by now Is removing the _Packint (and packages) folders from the main project could solve the issue, (unable to debug at the Moment)











modeling
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mamudesign avatar image
mamudesign answered mamudesign edited

No luck, seems like glTF live edit Is somewhat broken. Even with brand new models, ModelLib asset, everything according to sdk, the glTF does not update, even cleaning , Building all, reloading the project, with scenery in community or not, the Sim keeps reloading the old glTF , only a full sim restart works.

And the console even logs the .glTF and .bin are changed! So live edit seem to still be in the pipeline! But some flushing of the old model Is needed! Could be part of the new optimization?

@FlyingRaccoon

any news on this?

Just Need to know if you are already working on that or you want some samples to help with trobleshooting

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rhumbaflappy avatar image
rhumbaflappy answered

Save placement in scenery editor, CleanAll, BuildAll, Close, Open, go to scenery editor

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WombiiActual avatar image
WombiiActual answered

What does your console say?

This is an example of an export without textures that works for me with live auto reloading:

screenshot-2021-08-12-175748.jpg

This is an example of an export with textures that works. It finds new files, sees it can't use the png directly and converts it before partially building:

screenshot-2021-08-12-181013.jpg

While this is an example of an export that does not work:

screenshot-2021-08-12-181009.jpg

The reason the third one fails for me is because there I have a texture file assigned in multiple different slot types and it can't decide how to convert the .png to .dds.


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mamudesign avatar image
mamudesign answered

Great find!, glTF live edit without textures seems to work! Nice!

However, adding textures Is killing the functionality, my compiler Is always like yours in screenshot 3 (even with only One texture in the Albedo slot with a fresh modele)

...Reloading not implemented for filetype .png....

very ankward!




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WombiiActual avatar image
WombiiActual answered NZ255 commented

Well, now I've started running into issues too, and the real fun thing is it's seemingly working or failing based on texture file names.

Literally, the only thing I change to make it fail or work is rename the texture file before I add it to the same material in blender.

Untitled3.png fails. Untitled4.png works.

wENLK_doors0_normal.png fails.

wENLK_doors0_n.png works.

wENLK_doors_albedo.png fails.

wENLK_doors0_albedo.png works.

wENLK_doors3_albedo.png works.

wENLK_doors4_albedo.png through wENLK_doors7_albedo.png fails

wENLK_doors8_albedo.png works.

wENLK_term_roof.png works

MSFStest.png fails

It can't find any pattern.

These are completely new files and filenames.


Update 22/aug/2021:

I've spent several hours troubleshooting this. I'm not sure if this is a blender exporter issue or MSFS issue.

If MSFS lists the .png file as detected before the .bin and .gltf the auto-reloading in project editor will fail, even if the contents of the .png is exactly the same. I don't know if this is a cause or an effect:


Fails: When the reloading fails with the texture name Untitled3.png the texture .png file is detected as modified before the .bin and .gltf.

reload-1.jpg

Works: When I change the name to Untitled4.png the .bin and .gltf are detected first and reloading works, with the sim converting png to dds.

reload-2.jpg

Works: If I run a .bat file to copy in the Untitled3.png and the .bin and .gltf file, the .bin file is detected first and reloading works! The files are detected in this order regardless of the order of the xcopy commands in the .bat file:

reload-3.jpg

Works: If I export with the texture name Untitled3.png and the reloading fails like in screenshot 1 I can open the gltf in visual code and save it without editing to force MSFS to redetect the file. MSFS then reloads the model successfully.

reload-4.jpg


I'm attaching a project that for me has a 100% reproduction rate. Blender file and the two texture files are included in the Blender directory. I've tested this with MSFStoolkit / blender2msfs v 0.40.2.5 and 0.41.3. wombiiactual-airport-enle-lerviktest.zip

Video of blender export test: https://youtu.be/8LKz18s9icA


reload-1.jpg (80.6 KiB)
reload-2.jpg (149.8 KiB)
reload-3.jpg (142.7 KiB)
reload-4.jpg (99.1 KiB)
9 comments
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Same here. Like you said, what makes it really strange is how there are no patterns to follow. It's as if it's got a mind of it own. Too many small bugs. I'll keep just modeling/texturing and import everything once the update is released.
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When you have a failing texture, try opening the gltf in a text editor and save it without any changes and see if it reloads.

Also see if in console the working names are detected after the model file, and the failing names are detected before the model file.

Seems to be an issue with the order of operations.

I've now verified this with a fresh basic project with a single model and I'm just trying to figure out how to write the bug report so it can be reproduced.

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NZ255 avatar image NZ255 WombiiActual ·
Resaving the file worked for me. Seems like an order of operations bug as you say. Hopefully this makes things easier for Asobo to fix.
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