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virtuali avatar image
virtuali asked FlyingRaccoon answered

Textures rebuilt automatically due to changed .GLTF are saved in the wrong folder.

When the dev mode Scenery editor is opened on an airport project and the airport Asset loaded in the Editor, re-exporting a .GLTF from 3ds Max will trigger a partial rebuild of that .GLTF.

However, this automatic rebuild doesn't use the "Packages" folder but, instead, it exports in the "root" of the currently loaded Project, creating a duplicated package sub-folder there, containing all textures which were used on GLTF that was modified.

So, for example, assume the following Project structure:


myProject.XML
PackageDefinitions\myPackageDefinitions\myPackageDefinition.XML
PackageSources\myModelLib
PackageSources\data\myAirport

A normal build would create the package in a "Packages" folder:

Package\my-airport

However, when a .GLTF gets in the PackageSources changes for any reason (even manually edit the .GLTF file to trigger a rebuild ), the automatic rebuild that gets triggered will create a NEW folder in the project root:

my-airport

Which contains only an empty SCENERY folder (no .BGL, no .JSON files, etc. ), containing a TEXTURE folder with just the textures which were used in the modified .GLTF.

In addition to getting this duplicate folder, this slows down the first rebuild, because it's not reusing the .DDS in the Packages folder.

scenerydevmode
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FlyingRaccoon avatar image
FlyingRaccoon answered

Hello @virtuali

Thank you for reporting this. This will be investigated and fixed for upcoming updates.

Regards,
Sylvain

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